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	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-04-17T04:49:05Z</updated>
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		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=30232</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=30232"/>
		<updated>2024-05-24T23:34:04Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CRS68K Logo png.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000000&lt;br /&gt;
|innerbordercolor = #000000&lt;br /&gt;
|title = Cho Ren Sha 68k&lt;br /&gt;
|background = #ddddee&lt;br /&gt;
|image = CRS68K side art.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box art{{Template:Unconfirmed}}&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Famibe no Yosshin&lt;br /&gt;
|music = Loser Kashiwagi&lt;br /&gt;
|releasedate = 1995&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cho Ren Sha 68k''' is a doujin vertical game released for the Sharp X68000 in 1995, and eventually ported to the Windows Operating System in 2001. It has remained popular since its release and has influenced several later doujin games. The game has continued to receive updates occasionally, with the latest update in 2023 for the release of the X68000Z.&lt;br /&gt;
&lt;br /&gt;
The game is widely considered a prime exemplar of the pseudo-manic subgenre, emphasizing player movement and rapid pacing with moderate bullet counts.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''Fire:''' Fires shot volleys semi-automatically. A fast tap rate is not necessary to achieve maximum fire rate.&lt;br /&gt;
* '''Bomb:''' Uses up one of the bombs in the player's possession, dealing a lot of damage, and granting invincibility during the bomb duration. The further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
* '''Start:''' Pauses the game, bound to Q on keyboard by default.&lt;br /&gt;
* '''Select:''' Bound to W by default.  If you press Start+Select at the same time, it will instantly game over meaning you don't have to restart the app or suicide your lives if you are trying to restart quickly.  If you are paranoid that you might accidentally press this input, you can turn off Start and Select in the options menu.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
The player ship is equipped with a vulcan weapon with one green forward-firing stream and two yellow side streams that fan forward to outward. There are 5 levels of power which will increase shot frequency and damage for each powerup collected. Power level 5 damage is 1.375 times greater than level 1. The player is reset to power level 1 upon losing a life.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left|Item triangle]]&lt;br /&gt;
Items in Cho Ren Sha 68k come in the form of a triangle-shaped arrangement that item carrier ships leave behind when destroyed. There are three possible pickups in the triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives points if the player has a shield already.&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with all three pickups within that triangle.&lt;br /&gt;
[[File:CRS 1up.png|thumb|left|1up item]]&lt;br /&gt;
*'''1up:''' For every 1 million points earned, the following Shield item that appears will instead be a 1up, if the player has a shield at the time. If the player does not have a shield, the 1up's appearance will be delayed until they do. If the player fails to collect the 1up after it appears, it is gone.&lt;br /&gt;
&lt;br /&gt;
Upon collecting any item, the player is invincible for about 1.5 seconds.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
There is a 2nd loop with no requirements other than to complete stage 2-0 (which is actually the end of loop 1); continues can be used. The second loop introduces [[Help:Glossary#Revenge_Bullets|suicide bullets]] and is otherwise identical to the first. After Stage 3-0 (the end of loop 2), the True Last Boss will come out of its giant player ship form.&lt;br /&gt;
&lt;br /&gt;
On hard mode, the game plays through loops 3 and 4, starting on 3-1 and ending on 5-0. Enemies produce different suicide bullet patterns on each loop.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
* Collecting excess items grants increasing score bonuses of 100, 200, 400, 800, 1600, 3200, 6400, 12800, and 25600. This bonus applies to all excess items. The item bonus is reset to 100 if the player ever loses a ship.&lt;br /&gt;
* At the end of each stage, the player is awarded a bonus:&lt;br /&gt;
  Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
  Shield Bonus: 50,000 if the player has a shield up during the end stage tally&lt;br /&gt;
  Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
* Damaging enemies produces tick points. The green bullets of the shot weapon are more efficient than the yellow ones. Ramming enemies while invincible produces even more tick points.&lt;br /&gt;
[[File:CRS68K score comparison.png|thumb|right|Score from the first enemy wave, plus any suicide bullets, for loops 1, 2, 3 and 4.]]&lt;br /&gt;
* Each spawned suicide bullet produces points. Suicide bullets immediately cancelled by a bomb still give points, but [[Help:Glossary#Sealing|sealed]] bullets do not.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren Sha 68k strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup. This means any item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item. When successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three times, and at max value can earn 76,800 points per item triangle.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible. Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone. This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Many bosses shoot destructible missiles or release spinner enemies that can be milked for points.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*If the player waits long enough on the first phase of the Stage 2 boss, it will release 8 high-value option enemies upon entering its second phase.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi &amp;quot;Famibe no Yoshin&amp;quot; Yoshida, who was said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Tatsujin Ou.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the Sharp X68000 home computer.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS. In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines. In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 48 (1995). Doujin release for X68000. Early prototype. 150 sold.&lt;br /&gt;
* '''0.25:''' Comiket 49. 240 sold (for X68000)&lt;br /&gt;
* '''0.35:''' Comiket 50. 400 sold (for X68000)&lt;br /&gt;
* '''0.37:''' Osaka Pasoke 49. 30 sold (for X68000)&lt;br /&gt;
* '''0.45:''' Comiket 51. 420 sold. (for X68000)&lt;br /&gt;
* '''0.46:''' Comiket 51. Bugfix release. (for X68000)&lt;br /&gt;
* '''0.60:''' Comiket 52. 520 sold. (for X68000)&lt;br /&gt;
* '''0.61:''' 1997 9/6 Osaka Pasoke (for X68000)&lt;br /&gt;
* '''1.00:''' Comiket 53 (1998). 500 units sold (for X68000)&lt;br /&gt;
* '''1.01:''' Comiket 53: Bugfix release. (for X68000)&lt;br /&gt;
* '''1.01:''' Windows port&lt;br /&gt;
* '''1.10:''' Major revision for X68000 and X68000Z only.&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard rank difficulty and various bug fixes.&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
# 2023: 1.10 released. Unique backgrounds for every stage, some enemies redrawn, borrowed sound effects replaced, better performance via build with newer GCC, countless other small changes.&lt;br /&gt;
# Source for the X68000 versions are available in the README of the X68000 disk. This has a lot of info on changes between versions too.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakus[h]i Menu: ''' There are several options to toggle here with varying effects. This menu is accessed differently in the Windows and X68000 versions.&lt;br /&gt;
Windows: In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu. Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
&lt;br /&gt;
X68000 (v1.10 only): There are two ways to activate this menu. The joystick method requires a controller with a SELECT button (FM TOWNS-style):&lt;br /&gt;
&lt;br /&gt;
#Select CONFIGURE on the title screen while holding RIGHT and TAB on the keyboard.&lt;br /&gt;
#Select CONFIGURE on the title screen while holding RIGHT and SELECT on the joystick.&lt;br /&gt;
&lt;br /&gt;
Once open, the menu provides the following options:&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSS_ONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI (Windows-only): Cannot be changed and does nothing.&lt;br /&gt;
#SAVE DEMO.REP (X68000-only): Writes the game demo to disk.&lt;br /&gt;
&lt;br /&gt;
* '''Debug Mode''': In X68000 v1.10, the debug mode described above can be activated on startup without entering the Kakushi menu by holding both joystick action buttons or CTRL+SHIFT on startup. You can release your inputs when the game starts printing asset loading messages.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In versions prior to 1.10, the default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Batsugun, Dogyuun, Out Zone, V-V. As of 1.10, it now defaults to a message thanking players and STG developers, although entering an empty name will instead produce the name of an X68000 model or type of accelerator board.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*[[ZeroRanger]] contains several references to Cho Ren Sha, including the shot weapon of its Type-B ship, and enemies based on the Stage 0 boss and player ship.&lt;br /&gt;
*The powerup carriers are referenced in [[Graze Counter]]. The Triple Item Grab technique is also used in [[Graze Counter GM]].&lt;br /&gt;
*The powerup items seen in [[Crimzon Clover]] are a reference to the Cho Ren Sha item triangle.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game was available as a free download on Koichi Yoshida's website at the following link, but the page appears to have been changed and the download is not available on the site: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
For now the latest Windows version is available at the following link: https://web.archive.org/web/20200804060107/http://www2.tky.3web.ne.jp/~yosshin/my_works/CH170523.ZIP&lt;br /&gt;
&lt;br /&gt;
The following link has all 3 Windows versions, plus the original Sharp X68000 version. The Sharp X68000 version will run in Sharp X68000 emulators (such as RetroArch's PX68K core) giving you the advantage of the original framerate = 55fps. This is nearly 10% slower than the Windows version, and hence much more enjoyable! Link: https://web.archive.org/web/20190927084456/http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
An updated release of the Sharp X68000 version of Cho Ren Sha 68k to version 1.10, was made on 2023/06/05:&lt;br /&gt;
https://yosshin4004.github.io/x68k/crs68k/official/index.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CRSG1.png&lt;br /&gt;
CRSG2.png&lt;br /&gt;
CRSOST1.jpg|Soundtrack booklet&lt;br /&gt;
CRSOST2.jpg|Soundtrack booklet, featuring a silhoutte of the TLB's 3rd form&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# [https://yosshin4004.github.io/index.html Famibe no Yosshin's web site]&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'', [https://shmuplations.com/chorensha68k translation on Shmuplations]&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;br /&gt;
[[Category:Free to Play shooting games]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=28943</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=28943"/>
		<updated>2024-04-09T22:06:14Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan 1.1==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within STGBuilder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
The game is also on STEAM with it`s versions known as Ver-S. The STEAM port has most mechanics from the original freeware version. The only difference is the changed BGM, brand new effects, different aspect ratio, different screen designs, and Type-E and Type-F are instantly unlocked from the start.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has shitty capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
Cons: &lt;br /&gt;
*Altho it`s a ship with good shot type, some speedkills cannot be performed properly.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*It`s aiming is not accurate, and it can be difficult to manipulate.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one time use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
The size of a bomb unleashed will increase relative to the current rank the player has.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
&lt;br /&gt;
*In stage 5, you need to destroy the turret in the bottom right corner of the gunwall and destroy the big railings that appear in the middle of the gunwall section in order of appearance.  The extend should appear upon destroying the turret and then the 2nd railing.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss / TLB ====&lt;br /&gt;
There is a TLB that exists in this game if you clear all stages without wasting a conitiniue.  After beating the TLB, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare life stocks showing at the right corner of the screen, you have 5 ship stocks currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
If a continiue is used before defeating the Stage 5 boss, the TLB will not show up and will show a text saying &amp;quot;Try No Continiue Clear&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Play through the game with no continues used and make the True Last Boss appear.  Once you see the True Last Boss for the first time and complete the run/credit, you will have Type F unlocked.  You may also continue to play through the boss and you will still get credit for unlocking Type F.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
*Sometimes when sitting at the very bottom edge of the screen and vacuuming medals, if too many medals are collected at a time it is possible for one to slip through unobtained and reset the current rank even though the player has let off the fire button for a couple seconds clearly.  Try to get used to collecting medals a ways up from the bottom edge of the screen to avoid this issue.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:True Last Boss]]&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;br /&gt;
[[Category:Medal_mechanic]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Trigon&amp;diff=28017</id>
		<title>Trigon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Trigon&amp;diff=28017"/>
		<updated>2024-02-28T17:15:16Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Regional Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trigon logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #3ea14a&lt;br /&gt;
| innerbordercolor = #3ea14a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Trigon title screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Kenichi Matsubara &amp;lt;br&amp;gt; K. Yamane&lt;br /&gt;
|program = Hideyuki Tsujimoto &amp;lt;br&amp;gt; H. Okazaki &amp;lt;br&amp;gt; Tadasu Kitae&lt;br /&gt;
|art = Kuniaki Kakuwa &amp;lt;br&amp;gt;  Y. Noguchi &amp;lt;br&amp;gt; Masami Inafuku &amp;lt;br&amp;gt; Masahiro Yoshihashi &amp;lt;br&amp;gt; Hiroshi Matsuda&lt;br /&gt;
|releasedate = '''Arcade:''' May 23, 1990 &amp;lt;br&amp;gt;'''PS4/Switch:''' August 20, 2020&lt;br /&gt;
|previousgame = [[Gradius III]]&lt;br /&gt;
|nextgame = [[Parodius Da!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trigon''' (Japanese: ''トライゴン'' &amp;quot;Toraigon&amp;quot;) is a vertically-scrolling shmup developed and published by [[Konami]] in 1990. It is one of the few Konami shooters to utilize a standard bomb system. &lt;br /&gt;
&lt;br /&gt;
The game was localized overseas as '''Lightning Fighters'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
''Trigon'' is a 2-button game with 9 stages. Finishing all of them will start the second loop.&lt;br /&gt;
*'''A button:''' Fires the standard shot/vulcan missiles.&lt;br /&gt;
*'''B button:''' Uses a Bomb.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twin, Hunting, and Blast Trigon only appear in 2P mode. Bombs can be stacked up to 6 at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon vulcan missiles.png|50px]] || '''Vulcan Missiles''' &amp;lt;br/&amp;gt; Powerful single stream of missiles with built-in autofire. Upgrades increase the firing rate and missile size.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon spread shot.png|50px]] || '''Spread Shot''' &amp;lt;br/&amp;gt; Standard 2-way shot. Upgrades max out at a 16-way shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon dragon laser.png|50px]] || '''Dragon Laser''' &amp;lt;br/&amp;gt; Releases a fire dragon which travels across the screen for roughly 6 seconds. Deals large amounts of damage to most bosses.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon lightning sword.png|50px]] || '''Lightning Sword''' &amp;lt;br/&amp;gt; Launches a massive laser that grants protection from bullets/enemies. Lasts for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon single trigon.png|50px]] || '''Single Trigon''' &amp;lt;br/&amp;gt; An auxiliary drone that automatically fires toward the direction of any enemy. Can be moved in any direction when no enemies are onscreen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon twin trigon.png|50px]] || '''Twin Trigon''' &amp;lt;br/&amp;gt; Variant of Single Trigon that fires in 2 directions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon hunting trigon.png|50px]] || '''Hunting Trigon''' &amp;lt;br/&amp;gt; Trigon type that uses a tracking laser.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon blast trigon.png|50px]] || '''Blast Trigon''' &amp;lt;br/&amp;gt; Trigon type that fires napalm shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon star.png|50px]] || '''Star''' &amp;lt;br/&amp;gt;Score item. Point value increases with subsequent collection: 1,000 &amp;gt; 2,000 &amp;gt; 3,000 &amp;gt; 4,000 &amp;gt; 5,730. Value resets upon death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 150,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Trigon'' ends at the 2nd loop. Upon a completion of a loop, the player is stripped of all their power-ups and bombs.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Regional Differences == &lt;br /&gt;
'''Trigon''' is the Japan version with a Japan only disclaimer screen.  Checkpoints upon death and the Trigon powerup exist in 1p mode.  &lt;br /&gt;
&lt;br /&gt;
'''Lightning Fighters''' can be three different versions:&lt;br /&gt;
The US and Asia versions have no checkpoints and no Trigon weapon in 1p mode.  Players will spawn with one Lightning Sword (Particle Beam) each life unlike versions with checkpoints which respawn with no bombs in stock.&lt;br /&gt;
The World version of the game is also called Lightning Fighters but DOES have the Trigon weapon and checkpoints in 1p mode.&lt;br /&gt;
&lt;br /&gt;
The only way to determine which version of Lightning Fighters is being looked at depends on the attract screens:&lt;br /&gt;
*US version will have the &amp;quot;winners don't do drugs&amp;quot; disclaimer.&lt;br /&gt;
*Asia has a &amp;quot;for use in Asia except Japan&amp;quot; disclaimer that looks like Japan version's disclaimer.&lt;br /&gt;
*World has no drugs or region disclaimers whatsoever.&lt;br /&gt;
&lt;br /&gt;
2p mode is identical across all versions with two players.  More specifically, LF US and Asia are always in 2p mode even with just 1 ship.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Trigon&amp;diff=28016</id>
		<title>Trigon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Trigon&amp;diff=28016"/>
		<updated>2024-02-28T17:14:05Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Regional Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trigon logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #3ea14a&lt;br /&gt;
| innerbordercolor = #3ea14a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Trigon title screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Kenichi Matsubara &amp;lt;br&amp;gt; K. Yamane&lt;br /&gt;
|program = Hideyuki Tsujimoto &amp;lt;br&amp;gt; H. Okazaki &amp;lt;br&amp;gt; Tadasu Kitae&lt;br /&gt;
|art = Kuniaki Kakuwa &amp;lt;br&amp;gt;  Y. Noguchi &amp;lt;br&amp;gt; Masami Inafuku &amp;lt;br&amp;gt; Masahiro Yoshihashi &amp;lt;br&amp;gt; Hiroshi Matsuda&lt;br /&gt;
|releasedate = '''Arcade:''' May 23, 1990 &amp;lt;br&amp;gt;'''PS4/Switch:''' August 20, 2020&lt;br /&gt;
|previousgame = [[Gradius III]]&lt;br /&gt;
|nextgame = [[Parodius Da!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trigon''' (Japanese: ''トライゴン'' &amp;quot;Toraigon&amp;quot;) is a vertically-scrolling shmup developed and published by [[Konami]] in 1990. It is one of the few Konami shooters to utilize a standard bomb system. &lt;br /&gt;
&lt;br /&gt;
The game was localized overseas as '''Lightning Fighters'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
''Trigon'' is a 2-button game with 9 stages. Finishing all of them will start the second loop.&lt;br /&gt;
*'''A button:''' Fires the standard shot/vulcan missiles.&lt;br /&gt;
*'''B button:''' Uses a Bomb.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twin, Hunting, and Blast Trigon only appear in 2P mode. Bombs can be stacked up to 6 at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon vulcan missiles.png|50px]] || '''Vulcan Missiles''' &amp;lt;br/&amp;gt; Powerful single stream of missiles with built-in autofire. Upgrades increase the firing rate and missile size.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon spread shot.png|50px]] || '''Spread Shot''' &amp;lt;br/&amp;gt; Standard 2-way shot. Upgrades max out at a 16-way shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon dragon laser.png|50px]] || '''Dragon Laser''' &amp;lt;br/&amp;gt; Releases a fire dragon which travels across the screen for roughly 6 seconds. Deals large amounts of damage to most bosses.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon lightning sword.png|50px]] || '''Lightning Sword''' &amp;lt;br/&amp;gt; Launches a massive laser that grants protection from bullets/enemies. Lasts for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon single trigon.png|50px]] || '''Single Trigon''' &amp;lt;br/&amp;gt; An auxiliary drone that automatically fires toward the direction of any enemy. Can be moved in any direction when no enemies are onscreen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon twin trigon.png|50px]] || '''Twin Trigon''' &amp;lt;br/&amp;gt; Variant of Single Trigon that fires in 2 directions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon hunting trigon.png|50px]] || '''Hunting Trigon''' &amp;lt;br/&amp;gt; Trigon type that uses a tracking laser.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon blast trigon.png|50px]] || '''Blast Trigon''' &amp;lt;br/&amp;gt; Trigon type that fires napalm shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon star.png|50px]] || '''Star''' &amp;lt;br/&amp;gt;Score item. Point value increases with subsequent collection: 1,000 &amp;gt; 2,000 &amp;gt; 3,000 &amp;gt; 4,000 &amp;gt; 5,730. Value resets upon death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 150,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Trigon'' ends at the 2nd loop. Upon a completion of a loop, the player is stripped of all their power-ups and bombs.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Regional Differences == &lt;br /&gt;
'''Trigon''' is the Japan version with a Japan only disclaimer screen.  Checkpoints upon death and the Trigon powerup exist in 1p mode.  &lt;br /&gt;
&lt;br /&gt;
'''Lightning Fighters''' can be three different versions:&lt;br /&gt;
The US and Asia versions have no checkpoints and no Trigon weapon in 1p mode.  &lt;br /&gt;
The World version of the game is also called Lightning Fighters but DOES have the Trigon weapon and checkpoints in 1p mode.&lt;br /&gt;
&lt;br /&gt;
The only way to determine which version of Lightning Fighters is being looked at depends on the attract screens:&lt;br /&gt;
*US version will have the &amp;quot;winners don't do drugs&amp;quot; disclaimer.&lt;br /&gt;
*Asia has a &amp;quot;for use in Asia except Japan&amp;quot; disclaimer that looks like Japan version's disclaimer.&lt;br /&gt;
*World has no drugs or region disclaimers whatsoever.&lt;br /&gt;
&lt;br /&gt;
2p mode is identical across all versions with two players.  More specifically, LF US and Asia are always in 2p mode even with just 1 ship.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Trigon&amp;diff=28015</id>
		<title>Trigon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Trigon&amp;diff=28015"/>
		<updated>2024-02-28T17:13:20Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Regional Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trigon logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #3ea14a&lt;br /&gt;
| innerbordercolor = #3ea14a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Trigon title screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Kenichi Matsubara &amp;lt;br&amp;gt; K. Yamane&lt;br /&gt;
|program = Hideyuki Tsujimoto &amp;lt;br&amp;gt; H. Okazaki &amp;lt;br&amp;gt; Tadasu Kitae&lt;br /&gt;
|art = Kuniaki Kakuwa &amp;lt;br&amp;gt;  Y. Noguchi &amp;lt;br&amp;gt; Masami Inafuku &amp;lt;br&amp;gt; Masahiro Yoshihashi &amp;lt;br&amp;gt; Hiroshi Matsuda&lt;br /&gt;
|releasedate = '''Arcade:''' May 23, 1990 &amp;lt;br&amp;gt;'''PS4/Switch:''' August 20, 2020&lt;br /&gt;
|previousgame = [[Gradius III]]&lt;br /&gt;
|nextgame = [[Parodius Da!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trigon''' (Japanese: ''トライゴン'' &amp;quot;Toraigon&amp;quot;) is a vertically-scrolling shmup developed and published by [[Konami]] in 1990. It is one of the few Konami shooters to utilize a standard bomb system. &lt;br /&gt;
&lt;br /&gt;
The game was localized overseas as '''Lightning Fighters'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
''Trigon'' is a 2-button game with 9 stages. Finishing all of them will start the second loop.&lt;br /&gt;
*'''A button:''' Fires the standard shot/vulcan missiles.&lt;br /&gt;
*'''B button:''' Uses a Bomb.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twin, Hunting, and Blast Trigon only appear in 2P mode. Bombs can be stacked up to 6 at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon vulcan missiles.png|50px]] || '''Vulcan Missiles''' &amp;lt;br/&amp;gt; Powerful single stream of missiles with built-in autofire. Upgrades increase the firing rate and missile size.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon spread shot.png|50px]] || '''Spread Shot''' &amp;lt;br/&amp;gt; Standard 2-way shot. Upgrades max out at a 16-way shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon dragon laser.png|50px]] || '''Dragon Laser''' &amp;lt;br/&amp;gt; Releases a fire dragon which travels across the screen for roughly 6 seconds. Deals large amounts of damage to most bosses.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon lightning sword.png|50px]] || '''Lightning Sword''' &amp;lt;br/&amp;gt; Launches a massive laser that grants protection from bullets/enemies. Lasts for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon single trigon.png|50px]] || '''Single Trigon''' &amp;lt;br/&amp;gt; An auxiliary drone that automatically fires toward the direction of any enemy. Can be moved in any direction when no enemies are onscreen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon twin trigon.png|50px]] || '''Twin Trigon''' &amp;lt;br/&amp;gt; Variant of Single Trigon that fires in 2 directions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon hunting trigon.png|50px]] || '''Hunting Trigon''' &amp;lt;br/&amp;gt; Trigon type that uses a tracking laser.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon blast trigon.png|50px]] || '''Blast Trigon''' &amp;lt;br/&amp;gt; Trigon type that fires napalm shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon star.png|50px]] || '''Star''' &amp;lt;br/&amp;gt;Score item. Point value increases with subsequent collection: 1,000 &amp;gt; 2,000 &amp;gt; 3,000 &amp;gt; 4,000 &amp;gt; 5,730. Value resets upon death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 150,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Trigon'' ends at the 2nd loop. Upon a completion of a loop, the player is stripped of all their power-ups and bombs.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Regional Differences == &lt;br /&gt;
'''Trigon''' is the Japan version with a Japan only disclaimer screen.  Checkpoints upon death and the Trigon powerup exist in 1p mode.  &lt;br /&gt;
&lt;br /&gt;
'''Lightning Fighters''' can be three different versions:&lt;br /&gt;
The US and Asia versions have no checkpoints and no Trigon weapon in 1p mode.  &lt;br /&gt;
The World version of the game is also called Lightning Fighters but DOES have the Trigon weapon and checkpoints in 1p mode.&lt;br /&gt;
&lt;br /&gt;
The only way to determine which version of Lightning Fighters is being looked at depends on the attract screens:&lt;br /&gt;
*US version will have the &amp;quot;winners don't do drugs&amp;quot; disclaimer.&lt;br /&gt;
*Asia has a &amp;quot;for use in Asia except Japan&amp;quot; disclaimer that looks like Japan version's disclaimer.&lt;br /&gt;
*World has no drugs or region disclaimers whatsoever.&lt;br /&gt;
&lt;br /&gt;
2p mode is identical across all versions with two players.  More specifically, LF US and Asia are always in 2p mode.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Trigon&amp;diff=28007</id>
		<title>Trigon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Trigon&amp;diff=28007"/>
		<updated>2024-02-26T21:16:26Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Regional Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trigon logo.png|frameless|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #3ea14a&lt;br /&gt;
| innerbordercolor = #3ea14a&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #ffffff&lt;br /&gt;
| image = Trigon title screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
|developer = [[Konami]]&lt;br /&gt;
|music = Kenichi Matsubara &amp;lt;br&amp;gt; K. Yamane&lt;br /&gt;
|program = Hideyuki Tsujimoto &amp;lt;br&amp;gt; H. Okazaki &amp;lt;br&amp;gt; Tadasu Kitae&lt;br /&gt;
|art = Kuniaki Kakuwa &amp;lt;br&amp;gt;  Y. Noguchi &amp;lt;br&amp;gt; Masami Inafuku &amp;lt;br&amp;gt; Masahiro Yoshihashi &amp;lt;br&amp;gt; Hiroshi Matsuda&lt;br /&gt;
|releasedate = '''Arcade:''' May 23, 1990 &amp;lt;br&amp;gt;'''PS4/Switch:''' August 20, 2020&lt;br /&gt;
|previousgame = [[Gradius III]]&lt;br /&gt;
|nextgame = [[Parodius Da!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trigon''' (Japanese: ''トライゴン'' &amp;quot;Toraigon&amp;quot;) is a vertically-scrolling shmup developed and published by [[Konami]] in 1990. It is one of the few Konami shooters to utilize a standard bomb system. &lt;br /&gt;
&lt;br /&gt;
The game was localized overseas as '''Lightning Fighters'''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
''Trigon'' is a 2-button game with 9 stages. Finishing all of them will start the second loop.&lt;br /&gt;
*'''A button:''' Fires the standard shot/vulcan missiles.&lt;br /&gt;
*'''B button:''' Uses a Bomb.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Twin, Hunting, and Blast Trigon only appear in 2P mode. Bombs can be stacked up to 6 at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon vulcan missiles.png|50px]] || '''Vulcan Missiles''' &amp;lt;br/&amp;gt; Powerful single stream of missiles with built-in autofire. Upgrades increase the firing rate and missile size.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon spread shot.png|50px]] || '''Spread Shot''' &amp;lt;br/&amp;gt; Standard 2-way shot. Upgrades max out at a 16-way shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon dragon laser.png|50px]] || '''Dragon Laser''' &amp;lt;br/&amp;gt; Releases a fire dragon which travels across the screen for roughly 6 seconds. Deals large amounts of damage to most bosses.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon lightning sword.png|50px]] || '''Lightning Sword''' &amp;lt;br/&amp;gt; Launches a massive laser that grants protection from bullets/enemies. Lasts for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon single trigon.png|50px]] || '''Single Trigon''' &amp;lt;br/&amp;gt; An auxiliary drone that automatically fires toward the direction of any enemy. Can be moved in any direction when no enemies are onscreen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon twin trigon.png|50px]] || '''Twin Trigon''' &amp;lt;br/&amp;gt; Variant of Single Trigon that fires in 2 directions. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon hunting trigon.png|50px]] || '''Hunting Trigon''' &amp;lt;br/&amp;gt; Trigon type that uses a tracking laser.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon blast trigon.png|50px]] || '''Blast Trigon''' &amp;lt;br/&amp;gt; Trigon type that fires napalm shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Trigon star.png|50px]] || '''Star''' &amp;lt;br/&amp;gt;Score item. Point value increases with subsequent collection: 1,000 &amp;gt; 2,000 &amp;gt; 3,000 &amp;gt; 4,000 &amp;gt; 5,730. Value resets upon death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, there are two extra lives, one at 150,000 and the other at 500,000.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Trigon'' ends at the 2nd loop. Upon a completion of a loop, the player is stripped of all their power-ups and bombs.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Regional Differences == &lt;br /&gt;
'''Trigon''' is the Japan version with a Japan only disclaimer screen.  Checkpoints upon death and the Trigon powerup exist in 1p mode.  &lt;br /&gt;
&lt;br /&gt;
'''Lightning Fighters''' can be three different versions:&lt;br /&gt;
The US and Asia versions have no checkpoints and no Trigon weapon in 1p mode.  &lt;br /&gt;
The World version of the game is also called Lightning Fighters but DOES have the Trigon weapon and checkpoints in 1p mode.&lt;br /&gt;
&lt;br /&gt;
The only way to determine which version of Lightning Fighters is being looked at depends on the attract screens:&lt;br /&gt;
*US version will have the &amp;quot;winners don't do drugs&amp;quot; disclaimer.&lt;br /&gt;
*Asia has a &amp;quot;for use in Asia except Japan&amp;quot; disclaimer that looks like Japan version's disclaimer.&lt;br /&gt;
*World has no drugs or region disclaimers whatsoever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=21648</id>
		<title>DoDonPachi DaiFukkatsu Ver1.5</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=21648"/>
		<updated>2023-04-01T14:40:03Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Bee Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiFukkatsu 1.5 ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu''' &amp;lt;small&amp;gt;('''怒首領蜂大復活''', '''DoDonPachi Resurrection''', abbreviated: '''DFK''')&amp;lt;/small&amp;gt; is a game by [[CAVE]] released in 2008. The initial release of the game contained some major issues, including the possibility of an early score counterstop, and was quickly replaced with the fixed version 1.5. This can be considered the main version of the game as it has had numerous releases whereas the original 1.0 has been largely abandoned by both publishers and players and has become very hard to find.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The sequel for [[DoDonPachi DaiOuJou]]. Features the same basic structure of two loops with an extra last boss stage in the end, and combo based scoring with a hyper system. DFK is a noticeably easier game for survival, especially when playing with a ship equipped with auto-bombs. The hypers also have the ability to erase enemy bullets with the shot, which can be used for both survival and scoring. However, the core of the scoring system is still the enemy kill chain which has not changed much from the previous games.&lt;br /&gt;
&lt;br /&gt;
A new feature in the game is splitting the stages into two routes, called '''Omote''' and '''Ura'''. Fulfilling certain conditions in the game puts the player in the higher scoring Ura route, which changes the stage progression slightly and replaces the standard midbosses with revisits of the bosses from [[DoDonPachi]]. There are also two different second loops, and only in Ura do you get to fight the final of the two extra bosses.&lt;br /&gt;
&lt;br /&gt;
There are two score based extends at 1,000,000,000 and 10,000,000,000 points. A hidden 1up can be found in stage 3 in both loops.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon&lt;br /&gt;
* '''B:''' Uses a bomb (Bomb and Strong styles) / Switches between Normal and Boost modes (Power style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot; note that your laser comes out faster if you activate it during auto&lt;br /&gt;
* '''D:''' Activate the hyper counter&lt;br /&gt;
&lt;br /&gt;
Note that the buttons C and D can be swapped around when starting the game.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
The ship types have couple of more subtle differences as well. Type-A has increased combo gauge gain while Type-C has lowered (what exactly does this affect?). In Power style, Type-C takes longer time to switch between the Normal and Boost modes.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and basic mechanics ===&lt;br /&gt;
----&lt;br /&gt;
Your basic weapons are the shot and the laser, which work as in the previous games. The shot covers a wider area, while the laser deals focused damage to a single target and also emits a damaging aura around your ship dealing damage equal to the laser itself. Generally your highest damage potential is reached by hitting a target with both the laser and the aura, although the Power style can sometimes deal even more damage by hitting targets with the full width of the Boost shot.&lt;br /&gt;
&lt;br /&gt;
New to the series are lasers fired by the enemies. Your own laser can be used to block them, and the laser aura will also render you immune to enemy lasers. Big lasers fired by some enemies cannot be countered by the Bomb style or the Power style Normal mode laser. Some enemy lasers, especially in the second loop, can fire counter bullets when blocked.&lt;br /&gt;
&lt;br /&gt;
The bomb is fairly standard, dealing damage to the entire screen and giving you invulnerability for its full duration. You will also automatically bomb when getting hit, which results in a much smaller bomb which lasts for a very short time only. With the Power style you can use your picked up auto-bomb as a full sized bomb by getting hit in the Normal mode.&lt;br /&gt;
&lt;br /&gt;
'''Hyper counter'''&lt;br /&gt;
&lt;br /&gt;
The hyper is your most important scoring tool (see the scoring section), and can also be used to aid survival. Activating it gives you a brief period on invulnerability, fills your combo gauge and makes a timer for the hyper appear around your ship. During hyper you gain a boost to your movement speed, and your laser becomes much stronger (and capable of blocking big enemy lasers in all cases). Some enemies will fire more and/or faster bullets at you during the hyper. Your shot in the hyper mode is capable of erasing enemy bullets with a varying strength (some attacks, especially of bosses, are more resistant to erasing). When the timer runs out the hyper ends, clearing out all bullets remaining in the screen, giving you another brief window of invulnerability and filling your combo gauge. The combo gauge will decrease slower during a hyper, and lasering enemies will hold it at a much higher level. Using a bomb will prematurely end the hyper, and if hyper is used during an active bomb, the timer will be rapidly drained during the bombs effect.&lt;br /&gt;
&lt;br /&gt;
The hyper shot has two parts, green and red. This is most easily seen with the Boost mode of the Power style, which has a much shorter green part than others. If the shot hits any enemy bullets in the red part, it will be cut off at that point and will not hit anything beyond. The Boost mode also has a much higher bullet erasing power than all the other hyper shots.&lt;br /&gt;
&lt;br /&gt;
The hyper can be activated when the hyper gauge is full. You gain hyper gauge by killing enemies normally and hitting them with the laser. There is some bonus gauge gain when hitting off screen enemies with the laser and when hitting enemies with the laser aura. These two methods work during hyper mode too, while normal gauge gain is disabled. The Power style can also gain hyper gauge by erasing bullets with the Boost mode shot.&lt;br /&gt;
&lt;br /&gt;
'''Hyper rank'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a hyper rank value which modifies the effects of the hyper and increases with every hyper activated. The value ranges from 0 to 5, and is briefly visible every time on the middle of the timer when activating a hyper (it is also visible by counting the small notches in the remaining part of the hyper timer). Activating a hyper will always increase the value by 1 up to the maximum (so it is impossible to have a rank 0 hyper active). The value is decreased by 1 by dying or by using a manual bomb (loop 2 only). Starting a new stage will reset the rank back to 0 in the first loop, half it rounded down in the Omote second loop, and reduce it by 1 in the Ura second loop. Using an auto-bomb will not affect the rank, with the exception of Power style in the second loop reducing it by 1.&lt;br /&gt;
&lt;br /&gt;
Higher rank will make your shot weaker in erasing enemy bullets and the green part of the Power Boost mode shot will get shorter. Erasing bullets with a hyper may also generate small floating orbs shooting lasers at you (&amp;quot;Danger Lasers&amp;quot;, by the warning sign attached to them) and their generation is drastically increased with higher rank. The Danger Lasers are highly random in both spawning and behavior. Their laser will change into aimed bullets when the orb is destroyed (3-way aimed at rank 5). Furthermore, any erased normal bullets in the second loop can emit a counter bullet aimed roughly at you, and the rate of this happening is affected by the hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
'''Star (airborne)'''&lt;br /&gt;
&lt;br /&gt;
Small score items generated by several ways. Comes in two sizes which don't really differ. Destroying screen clearing enemies will convert all enemy bullets and lasers to stars. Blocked enemy lasers emit stars. Erasing bullets with the hyper shot converts them into stars, depending on which part of the shot is used (big stars for the part close to your ship, no stars for the red part). When your hyper ends, all enemy lasers get converted to stars. Destroying laser firing enemies makes the lasers turn into stars. Killing bosses releases lots of stars.&lt;br /&gt;
&lt;br /&gt;
Gives you score according to the combo value (value / 10) and raises the combo value by a minimal amount. Also raises the combo gauge by a small amount during hypers which is important for keeping your combo up when focusing on bullet erasing.&lt;br /&gt;
&lt;br /&gt;
'''Star (ground)'''&lt;br /&gt;
&lt;br /&gt;
Small score item generated by killing some ground enemies.&lt;br /&gt;
&lt;br /&gt;
'''Bee'''&lt;br /&gt;
&lt;br /&gt;
The series traditional hidden bee icons placed in various places in the stages. Revealed by hitting the location with the tip of your laser. All stages contain 7 bee items, and 2 extra in the Ura route. Revealed bees start as green, and will periodically change to yellow and back. Picking up a green bee increases your hyper gauge by about 30% of the full amount (exact number?), while picking up a yellow one gives you some insignificant amount of score. Bees will briefly flash white when changing color, and picking them up during that gives you both effects. Picking up a bee at any state will also fill your combo gauge.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the '''Maximum''' mode. Being in the Maximum mode gives you a continuous score bonus, which is however irrelevantly small in this game. More important effect of the mode is enabling the auto-bomb for Power style. You also get a sizeable score bonus for finishing the second loop with the Maximum mode active (5 bil Omote / 10 bil Ura). The Maximum mode is lost if a bomb is used.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life. Found only by destroying the big generator tower in stage 3 (both loops). You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
As said in the intro, the first loop stages have two possible routes to play through. In stage 1 you can go to either route, depending on your actions at the beginning of the stage. Each stage after this has the route determined by what happened before entering it, and the route cannot change during the stage. For the second loops, you are locked to the route of your loop upon entry.&lt;br /&gt;
&lt;br /&gt;
In stage 1, you can enter the Ura route by destroying 3 of the big silos yourself (they will get crushed by the big tanks if you're not quick). When destroying the 3rd silo, you must be at full hyper gauge. If you succeed, you will see the Ura midboss warp in immediately after the section. Alternatively, you can enter the Ura route later by collecting all the bee items in two stages without dying. The stages do not have to be consecutive.&lt;br /&gt;
&lt;br /&gt;
To stay in the Ura route, you have to either collect all the bee items in the stage without dying, or defeat the midboss without dying or bombing.&lt;br /&gt;
&lt;br /&gt;
To enter the Omote second loop you need to clear the first loop and collect at least 35 bee items or use at most 2 bombs. To enter the Ura second loop you need to collect all 45 bee items (this requires playing all the stages in the Ura route) and have at most 2 used bombs and 1 death. Note that because of the auto-bombs, the death condition is only relevant for Power style.&lt;br /&gt;
&lt;br /&gt;
Besides the route, there are some other differences between the second loops. In Ura, the small choppers fire 3-way shots, and the tanks have a much higher fire rate. The hyper rank decreases less in Ura and you gain less hyper gauge by aura hits and Boost mode hyper shot. The final boss [[Hibachi]] only appears in the Ura version of the extra stage and your end game bonus will be doubled.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The base of all the scoring in the game is the combo system, which works similarly to the earlier games in the series. Refer to the [[DoDonPachi]] page for example for a more detailed description. In short, during a combo the value of every killed enemy is added to the combo value which is then added to your score. The main addition to the system is the multiplier based on the hit count. The multiplier levels are:&lt;br /&gt;
* 0 - 499 hits:  1x&lt;br /&gt;
* 500 - 999 hits:  2x&lt;br /&gt;
* 1000 - 2999 hits:  3x&lt;br /&gt;
* 3000 - 4999 hits:  4x&lt;br /&gt;
* 5000 - 6999 hits:  5x&lt;br /&gt;
* 7000 - 9999 hits:  6x&lt;br /&gt;
* 10000 or more hits:  7x&lt;br /&gt;
&lt;br /&gt;
When active (see below) the multiplier affects your combo in couple of different ways. First, the value of every kill added to the combo value is multiplied with the multiplier. Second, the hit count gained from the kill is multiplied. Third, the score gained from the kill is the combo value multiplied by the multiplier. Note that this only applies to score gained from enemy kills, other combo value based score is not multiplied (this includes score from laser hits (both normal and boss) and score gained from star items). Another way to think this is that the multiplier makes the score effect of every enemy kill happen multiple time. &lt;br /&gt;
&lt;br /&gt;
You can be in three different states based on your hyper status which affect how your combo works.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is not filled:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your hits, chain value and hyper gauge slowly decrease.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is filled:'''&lt;br /&gt;
* The multiplier is active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
&lt;br /&gt;
'''If you are hypering:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
* You gain hits when hitting enemy bullets with the shot. The amount is doubled (exactly?) at hyper rank 5. The Boost shot of the Power style is excluded, except during midbosses.&lt;br /&gt;
* You gain hits very rapidly when blocking enemy lasers with the laser.&lt;br /&gt;
&lt;br /&gt;
Bombing or dying will always drop the combo regardless of the state. This includes boss fights.&lt;br /&gt;
&lt;br /&gt;
The basic scoring strategy revolves around balancing using hypers to obtain a high hit count and maximizing the time spent with the multiplier active. Note that there is no real benefit in raising the hit count beyond 10000. The no-multiplier no-hyper mode has no scoring benefits, but can be used to carry the combo over difficult parts.&lt;br /&gt;
&lt;br /&gt;
Finally, unlike the previous games the combo can be carried over to the bosses normally. During the bosses your combo will not drop when emptying the combo gauge but you will instead always get the slow decrease effect. Laser hits will give you the full chain value and the multiplier is not applied. Several of the boss phases in the game can be milked for laser hits (by using invulnerable parts) or bullet cancels up to their timeouts for a noticeable score boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
----&lt;br /&gt;
''' Basics '''&lt;br /&gt;
&lt;br /&gt;
First step for good scoring is learning to combo parts of the stages normally. You will not be able to reach higher scores without being able to utilize the multiplier and your combo is constantly at the risk of dropping while in the multiplier mode. Some parts are harder to combo than others, and it might not be a big loss to skip a difficult part by using a hyper.&lt;br /&gt;
&lt;br /&gt;
Second step is optimizing the hit collection. The earlier you are able to get a high multiplier going, the more time you can spend in the lucrative multiplier mode later. The hit collecting techniques depend on your ship type and are also highly stage specific and are covered later. Learning to optimize your hyper recharging is also important to avoid any downtime. Most of the time you should be aiming to fully recharge your hyper during the hyper itself. A good way to do this is combining the hyper gauge gain from aura hits and lasering off screen enemies by point blanking enemies just off the top of the screen. Using the Power style makes this part easier as you can also use the Boost shot, but do note that this generally reduces your hit gain (exception for this is the midbosses, the Boost shot does generate hits during them).&lt;br /&gt;
&lt;br /&gt;
The midbosses are good places for hypers in general since the lack of multiplier does not cost you anything if there are no regular enemies to combo present. Some midbosses release extra enemies if killed quickly and some need to be delayed to keep the combo going over an otherwise empty gap in the stage.&lt;br /&gt;
&lt;br /&gt;
A rank 5 hyper will give you much more hits when hitting enemy bullets and since hypers will always stay on the rank level they started at, it is possible to activate a rank 5 hyper right at the end of a stage and carry it over to the beginning of the next stage. This is a good technique for gaining some extra starting hits, and it also helps keeping your hyper rank in check since the rank raise effect of the hyper happens in the previous stage.&lt;br /&gt;
&lt;br /&gt;
One more thing to pay attention to is the fact that some enemies in the game have a drastically higher base point value. Because the multiplier is applied to the values added to the combo value, knowing these targets and building your strategy around them is important for improving your score. While attempting to build up your hit count, you will still want to try to kill as many of these high value targets with the multiplier on as possible.&lt;br /&gt;
&lt;br /&gt;
''' Laser countering '''&lt;br /&gt;
&lt;br /&gt;
Countering enemy lasers with your hyper laser is the most important technique to learn for quickly raising your hit count. Any enemy laser can be used for this, and the hit gain increases with each countered laser. The hit gain from countering lasers works like a mini combo. The hits will start rolling up after a brief delay as long as you keep countering a laser. This combo will be broken if you destroy any other targets, even during the countering, and you will need to wait a moment again to start regaining the hits. Moving away from the laser source may also briefly break the connection and stop the hit gain for a moment.&lt;br /&gt;
&lt;br /&gt;
For durable laser firing targets (the gatling laser cannons in stage 5, the laser tower at the start of stage 4, etc.) the easiest way to perform the technique is point blanking the enemy. This makes sure your laser is not hitting anything else and breaking the hit gain. You will also regain hyper gauge due to the aura effect. Some other laser firing enemies are too weak for this method (the small ground laser cannons, the big laser cannons in stage 3, etc.) and for these you just need to laser off the screen. The countered enemy lasers keep emitting a stream of small stars so you do not have to worry about breaking your combo while doing this.&lt;br /&gt;
&lt;br /&gt;
The Danger Lasers spawned in mass at higher hyper ranks can also be used for the countering technique. Their random behavior makes this less reliable than using regular enemies, but the method can still be very useful at starts of stages for gaining more hits than what would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
''' Loops '''&lt;br /&gt;
&lt;br /&gt;
Just like in the previous games, the combo gauge becomes much more lenient in the second loop, and killing any enemy with the shot will bring the gauge to full. The larger enemy bullet count, especially in Ura, also makes it easier to gain big hit counts early. The downside is that higher hyper ranks become very difficult to survive due to the added counter bullets.&lt;br /&gt;
&lt;br /&gt;
With the Bomb and Strong styles a common technique is using manual bombs and even suicides to lower the hyper rank in order to start stages with a safe rank 1 hyper. There is a brief period when entering bosses during which the combo is frozen, and it is possible to use bombs during it without breaking the combo. This allows you to still get some boss score while using the rank lowering method.&lt;br /&gt;
&lt;br /&gt;
The Power style has no bomb stock to use, so the rank lowering technique is not usually practical with it. However due to the increased strength of the Boost mode hyper shot it is still possible to reliably survive high rank hypers too. The high number of Danger Lasers spawned while doing this also gives an unique opportunity to quickly get more hits than is possible with the other styles. Being able to start stages with the hyper rank fully maxed out in Ura is useful for this.&lt;br /&gt;
&lt;br /&gt;
=== Individual stages ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For scoring you should always be aiming for the Ura route in the first loop. However since stages 1 and 2 are worth relatively little score, you won't be losing much by entering the route in stage 3. If you are aiming for the Ura second loop you need to do every stage in the Ura route however.&lt;br /&gt;
&lt;br /&gt;
The tips below only refer to Strong and Power styles for now. Bomb should be able to do most of the same things as Strong.&lt;br /&gt;
&lt;br /&gt;
''' 1-1 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big tanks in the beginning have a high base value. You should aim to gather 1000 hits before them with one hyper in the start and make sure to kill them with the multiplier. You can charge quickly by point blanking the off screen tanks moving along the bridge and there are also two bees you can use.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be used to raise your hit level to 3000 with another hyper. The lasers it fires straight down after the first attack can be countered for hits. Power can easily recharge by bullet countering while Strong needs to point blank the tanks on the bridge for it. There is an alternate strategy where you delay the midboss until time out and use another hyper to get a huge hit count from the laser orbs left behind from the final attack. However since this makes you lose bunch of multiplied score from the enemies during the latter part, it ends up being worth roughly same.&lt;br /&gt;
&lt;br /&gt;
''' 1-2 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big ships in the beginning have a high base value. You can kill them all with the multiplier at 1000 hits by keeping the first one alive during a hyper and then killing it afterwards just as it is leaving the screen. For the recharging you can point blank the tanks arriving from the top left road.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss should be timed out, as it releases a bunch of laser firing orbs as its final attack and these orbs remain behind if the midboss is not destroyed. The lingering orbs can be point blanked with the hyper laser for a huge hit boost. The behavior of the orb attack has some randomness but a good setup should reach 7000 hits here almost every time and even 10000 hits is possible with some luck. Strong style needs to do some damage control to avoid killing the midboss prematurely.&lt;br /&gt;
&lt;br /&gt;
''' 1-3 '''&lt;br /&gt;
&lt;br /&gt;
Carrying a rank 5 hyper from the previous stage is highly recommended for the start here. You should be able to recharge about 50% of it by point blanking the boss just before the kill. You can either use the hyper for erasing the bullets fired by the choppers and the teleporting enemies the whole time, or go for the Danger Lasers after some erasing. The latter method seems more reliable with Strong compared to Power. By using another another hyper right after it is possible to get over 5000 hits. The enemies appearing from the top and the two bees can be used for the hyper gauge. Yet more hits can be gained by countering the two horizontal lasers fired by the laser cannons appearing soon after.&lt;br /&gt;
&lt;br /&gt;
The main source for combo value in the stage are the big yellow and blue ships with multiple turrets. Power can easily destroy all of them with multiplier but for Strong it is common strategy to point blank the first one for hyper charge instead. While not so major, the laser cannons appearing briefly during the horizontal scrolling parts also have high value (3 at first and 3 more in the Ura extra part). The Ura extra part contains a huge group of tanks and some care should be taken to destroy as many of them in the rapidly scrolling section as possible.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be hypered and held until time out for an easy chain. Alternatively it is possible to destroy it without using any hypers and hold the combo by lasering the tanks leaving the screen on the top left. This is a difficult technique and most feasible with the Strong style due to its high laser power.&lt;br /&gt;
&lt;br /&gt;
''' 1-4 '''&lt;br /&gt;
&lt;br /&gt;
The laser tower in the beginning is a very valuable source of hits and the row of laser cannons before it can also be used for the same purpose. For Strong style a common strategy is to use a rank 5 carryover hyper for the first and then another one for the tower. Power style can alternatively use the available extra charge to skip the carryover and instead time two hypers such that the first ends while on top of the tower followed immediately by a second one. Both techniques can reach 7000 hits but optimal performance in this part is very tricky. The base value of the tower is also very high, but there is no good way to get a multiplier kill here while also getting the valuable hits.&lt;br /&gt;
&lt;br /&gt;
The 2 wide ships appearing immediately after the tower have a high base value and should be killed with a multiplier for a good start. Regaining charge after the tower hyper is easy for Power, but Strong needs to do it by point blanking the first appearing wide ship while at the same time taking care to not destroy it prematurely. The bullets fired by the ship are your last change of getting the hit count up to 7000 here. The section between the wide ships and the midboss does not contain anything particularly valuable, so it can be used for an extra hyper if your hit count is not high enough. If not using a hyper, connecting the combo to the midboss is a bit tricky. You want to delay the first set of 3 medium sized enemies to destroy them only after the second set for this.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss cannot be destroyed too quickly, since otherwise you will be left with a completely empty section. You need to be aware when you can get rid of it and have enemies spawning in to successfully chain over the part. Being high up on the screen when the laser attack starts is good for this, as it makes the midboss go over the top of the screen and receive less damage. For Strong this also gives you a valuable hyper recharge opportunity. You may want to manipulate the hyper gauge such that you are not at the risk of breaking the combo when the midboss dies but regain your multiplier mode soon after.&lt;br /&gt;
&lt;br /&gt;
The boss of this stage is a popular target for score milking, especially during the second phase. This is partly due to the latter part of the stage containing so many high value enemies that a successful full combo will have more value in the end than in any other stage. The first phase of the boss is easy to defeat quickly by leaving one rocket booster intact in the beginning as this lets you point blank the boss itself for an extended time. The big orbs fired in the final phase can be point blanked to instantly recharge your hyper during the invulnerability in order to carry over a hyper with a full charge ready.&lt;br /&gt;
&lt;br /&gt;
''' 1-5 '''&lt;br /&gt;
&lt;br /&gt;
Very difficult stage to fully chain but also worth much more than any other stage.&lt;br /&gt;
&lt;br /&gt;
The stage opens with two sets of 3 Gatling Lasers. These have a very high amount of hp and are your best way of building up an early hit count. A rank 5 carryover hyper is also useful for obtaining 1000+ starting hits. The gatling lasers and the big tanks on the opposite sides also have relatively high base values, but the differences here are not nearly as big as in the previous stages. The basic approach for the part is using one hyper for each set of Gatling Lasers, point blanking them for the recharge. This approach can easily get up to 10000 hits by the end of the section and by timing the hypers well you can take out some of the Lasers with the multiplier active. An alternative strategy is using a hyper only for the first set. It's possible to reach 7000 hits this way and then destroy all of the remaining Lasers with the multiplier. This approach is very difficult but will lead to a somewhat higher score in the end.&lt;br /&gt;
&lt;br /&gt;
The first Ura midboss is normally hypered to chain over it safely, but at least with Strong it is possible while highly risky to point blank and kill it quickly without any hypers. Killing the midboss quickly is important regardless as this will make more enemies spawn. The Ura route is also much better here as it contains lots of medium sized ships to boost the combo value. Connecting the end of the enemy rush section to the start of the next takes some care, the two bees at the bottom are helpful for this.&lt;br /&gt;
&lt;br /&gt;
The following section with the indestructible rotating laser wheels is ideally done without any hypers as you should always have a full multiplier by this point. However the section is also fairly difficult so might want to decide to use some safety hypers instead. A high level scoring technique here is keeping the two large hangars alive as long as possible in order to destroy all the large round enemies they spawn, as these have a relatively high base value. The whole section is also full of tanks and other ground objects that show up only briefly so getting all the possible kills here is challenging. '''[https://www.youtube.com/watch?v=_6JUQ6fB4dk&amp;amp;t=7s You can find a strategy video for the first loop here.]'''&lt;br /&gt;
&lt;br /&gt;
The second midboss should just be destroyed with a hyper as quickly as possible to maximize the amount of appearing bonus enemies. Again you need to pay attention to your combo when destroying it as you will break there if you are in the multiplier mode. Destroying the midboss during a hyper or at non-full hyper gauge both work.&lt;br /&gt;
&lt;br /&gt;
The final section should be just straight forward chaining where you will finally get rewarded for carrying the combo so far. The hardest part here is connecting the combo over the second big tank. If you destroy it too quickly you will likely run out of enemies here, instead you want to delay it until the 6 tanks appear from the terrain next to it. Keeping the tank hangar alive longer and using the normal mode laser as Power both help. Avoiding the hard part entirely with a hyper is also a possibility, just make sure you have the multiplier back for the high value wide ship afterwards.&lt;br /&gt;
&lt;br /&gt;
''' 2-1 '''&lt;br /&gt;
&lt;br /&gt;
The big tanks will fire lasers this time, which can be used for lots of extra hits. Especially with Power this can be combined with Danger Lasers for a really big early hit count. With Strong you are forced to endure high hyper rank if trying to score here in Ura.&lt;br /&gt;
&lt;br /&gt;
''' 2-2 '''&lt;br /&gt;
&lt;br /&gt;
A high hit Danger Laser opening is again possible here with Power. Be careful of the laser cannons in the end section, they are much more deadly this time. The boss uses many difficult attacks in a row with limited recharge opportunities, so even with Power it is common to plan a bomb for it.&lt;br /&gt;
&lt;br /&gt;
''' 2-3 '''&lt;br /&gt;
&lt;br /&gt;
Extreme bullet count in the start and added lasers at the laser cannons both make getting hits easier here. The Ura midboss can be killed quickly and the combo still maintained by slowly killing the remaining tanks one by one with the shot. Doing this all without a hyper is also feasible at least for Strong. The Omote midboss on the other hand is very difficult to survive without a hyper. If you can keep the hyper rank low, bullet erasing at the boss can be worth a lot.&lt;br /&gt;
&lt;br /&gt;
''' 2-4 '''&lt;br /&gt;
&lt;br /&gt;
The lowered hyper gauge gain makes activating the multiplier in time for the first wide ship unpractical for Strong when going for hits (in Ura, apparently this is doable in Omote?). Erasing bullets at the second phase of the boss is a big scoring opportunity.&lt;br /&gt;
&lt;br /&gt;
''' 2-5 '''&lt;br /&gt;
&lt;br /&gt;
The start has several options again but a chain value as high as in the first loop is not normally aimed for. Delaying the tank hangars also gets extremely dangerous. The downwards scrolling part in the middle of the laser bit section is very tricky in Ura and cannot even hypered safely with higher rank Strong. Another notably difficult part is the big ground cannon near the end, however this can be hypered with all styles for safety.&lt;br /&gt;
&lt;br /&gt;
The boss launches small pods in multiple attacks which are useful for charging your hypers, which you want to be using a lot to survive here. The final phase can be lucrative for score but also very challenging (is this even doable for Strong?).&lt;br /&gt;
&lt;br /&gt;
The first midboss in Omote is very difficult and you will not be able to gain much hyper gauge during it. To survive it you will want to face it at low enough hyper charge. Even with Power style expending resources to drop the rank can be a good idea here.&lt;br /&gt;
&lt;br /&gt;
''' EX '''&lt;br /&gt;
&lt;br /&gt;
The first boss Golden Disaster has far more hp than any other enemy and using hyper point blanking for damage becomes very important to kill it in reasonable time. The best place to point blank is the gap between the head and the side gun pod (higher damage because the aura hits multiple parts?). Hypering and moving inside the drones spawned at the start of the second attack is a good technique since it gives you an instant recharge and lets you quickly destroy most of the drones while invulnerable.&lt;br /&gt;
&lt;br /&gt;
For Hibachi, a good plan and hyper timing is essential. The boss has a shield on whenever you are invulnerable, so dealing damage by hyper point blanking is most of the time only possible during the gaps between attacks. You can also keep near to the boss during the 3rd attack before the counter bullets from the laser reach you. For the final, being able to deal point blank hyper damage during the start helps a lot. Since a lot of the pattern is made of the counter bullets, avoiding lasering during invulnerability also helps a bit.&lt;br /&gt;
&lt;br /&gt;
Other styles are allowed plenty of mistakes in the fight, but Power will have a very hard time. If you have enough lives left, you can bring your hyper rank down for easier time in the final. The bullets start to become erasable if your rank is 2 or 1.&lt;br /&gt;
&lt;br /&gt;
=== Bee Locations ===&lt;br /&gt;
----&lt;br /&gt;
Map layouts supplied by Cave on cave.co.jp, modifications for bee locations and personal touches done by Emuser for Ura paths and Kek on Discord for Omote paths.  Due to the varying size of each level map, they are attached in zip file format.&lt;br /&gt;
&lt;br /&gt;
[https://www.mediafire.com/file/ht8h7n0orei7lut/DFK+Bee+Maps.zip/file Bee Locations]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system details from CAVE Official DVD booklet&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=21647</id>
		<title>DoDonPachi DaiFukkatsu Ver1.5</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=21647"/>
		<updated>2023-04-01T14:39:28Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiFukkatsu 1.5 ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu''' &amp;lt;small&amp;gt;('''怒首領蜂大復活''', '''DoDonPachi Resurrection''', abbreviated: '''DFK''')&amp;lt;/small&amp;gt; is a game by [[CAVE]] released in 2008. The initial release of the game contained some major issues, including the possibility of an early score counterstop, and was quickly replaced with the fixed version 1.5. This can be considered the main version of the game as it has had numerous releases whereas the original 1.0 has been largely abandoned by both publishers and players and has become very hard to find.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The sequel for [[DoDonPachi DaiOuJou]]. Features the same basic structure of two loops with an extra last boss stage in the end, and combo based scoring with a hyper system. DFK is a noticeably easier game for survival, especially when playing with a ship equipped with auto-bombs. The hypers also have the ability to erase enemy bullets with the shot, which can be used for both survival and scoring. However, the core of the scoring system is still the enemy kill chain which has not changed much from the previous games.&lt;br /&gt;
&lt;br /&gt;
A new feature in the game is splitting the stages into two routes, called '''Omote''' and '''Ura'''. Fulfilling certain conditions in the game puts the player in the higher scoring Ura route, which changes the stage progression slightly and replaces the standard midbosses with revisits of the bosses from [[DoDonPachi]]. There are also two different second loops, and only in Ura do you get to fight the final of the two extra bosses.&lt;br /&gt;
&lt;br /&gt;
There are two score based extends at 1,000,000,000 and 10,000,000,000 points. A hidden 1up can be found in stage 3 in both loops.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon&lt;br /&gt;
* '''B:''' Uses a bomb (Bomb and Strong styles) / Switches between Normal and Boost modes (Power style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot; note that your laser comes out faster if you activate it during auto&lt;br /&gt;
* '''D:''' Activate the hyper counter&lt;br /&gt;
&lt;br /&gt;
Note that the buttons C and D can be swapped around when starting the game.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
The ship types have couple of more subtle differences as well. Type-A has increased combo gauge gain while Type-C has lowered (what exactly does this affect?). In Power style, Type-C takes longer time to switch between the Normal and Boost modes.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and basic mechanics ===&lt;br /&gt;
----&lt;br /&gt;
Your basic weapons are the shot and the laser, which work as in the previous games. The shot covers a wider area, while the laser deals focused damage to a single target and also emits a damaging aura around your ship dealing damage equal to the laser itself. Generally your highest damage potential is reached by hitting a target with both the laser and the aura, although the Power style can sometimes deal even more damage by hitting targets with the full width of the Boost shot.&lt;br /&gt;
&lt;br /&gt;
New to the series are lasers fired by the enemies. Your own laser can be used to block them, and the laser aura will also render you immune to enemy lasers. Big lasers fired by some enemies cannot be countered by the Bomb style or the Power style Normal mode laser. Some enemy lasers, especially in the second loop, can fire counter bullets when blocked.&lt;br /&gt;
&lt;br /&gt;
The bomb is fairly standard, dealing damage to the entire screen and giving you invulnerability for its full duration. You will also automatically bomb when getting hit, which results in a much smaller bomb which lasts for a very short time only. With the Power style you can use your picked up auto-bomb as a full sized bomb by getting hit in the Normal mode.&lt;br /&gt;
&lt;br /&gt;
'''Hyper counter'''&lt;br /&gt;
&lt;br /&gt;
The hyper is your most important scoring tool (see the scoring section), and can also be used to aid survival. Activating it gives you a brief period on invulnerability, fills your combo gauge and makes a timer for the hyper appear around your ship. During hyper you gain a boost to your movement speed, and your laser becomes much stronger (and capable of blocking big enemy lasers in all cases). Some enemies will fire more and/or faster bullets at you during the hyper. Your shot in the hyper mode is capable of erasing enemy bullets with a varying strength (some attacks, especially of bosses, are more resistant to erasing). When the timer runs out the hyper ends, clearing out all bullets remaining in the screen, giving you another brief window of invulnerability and filling your combo gauge. The combo gauge will decrease slower during a hyper, and lasering enemies will hold it at a much higher level. Using a bomb will prematurely end the hyper, and if hyper is used during an active bomb, the timer will be rapidly drained during the bombs effect.&lt;br /&gt;
&lt;br /&gt;
The hyper shot has two parts, green and red. This is most easily seen with the Boost mode of the Power style, which has a much shorter green part than others. If the shot hits any enemy bullets in the red part, it will be cut off at that point and will not hit anything beyond. The Boost mode also has a much higher bullet erasing power than all the other hyper shots.&lt;br /&gt;
&lt;br /&gt;
The hyper can be activated when the hyper gauge is full. You gain hyper gauge by killing enemies normally and hitting them with the laser. There is some bonus gauge gain when hitting off screen enemies with the laser and when hitting enemies with the laser aura. These two methods work during hyper mode too, while normal gauge gain is disabled. The Power style can also gain hyper gauge by erasing bullets with the Boost mode shot.&lt;br /&gt;
&lt;br /&gt;
'''Hyper rank'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a hyper rank value which modifies the effects of the hyper and increases with every hyper activated. The value ranges from 0 to 5, and is briefly visible every time on the middle of the timer when activating a hyper (it is also visible by counting the small notches in the remaining part of the hyper timer). Activating a hyper will always increase the value by 1 up to the maximum (so it is impossible to have a rank 0 hyper active). The value is decreased by 1 by dying or by using a manual bomb (loop 2 only). Starting a new stage will reset the rank back to 0 in the first loop, half it rounded down in the Omote second loop, and reduce it by 1 in the Ura second loop. Using an auto-bomb will not affect the rank, with the exception of Power style in the second loop reducing it by 1.&lt;br /&gt;
&lt;br /&gt;
Higher rank will make your shot weaker in erasing enemy bullets and the green part of the Power Boost mode shot will get shorter. Erasing bullets with a hyper may also generate small floating orbs shooting lasers at you (&amp;quot;Danger Lasers&amp;quot;, by the warning sign attached to them) and their generation is drastically increased with higher rank. The Danger Lasers are highly random in both spawning and behavior. Their laser will change into aimed bullets when the orb is destroyed (3-way aimed at rank 5). Furthermore, any erased normal bullets in the second loop can emit a counter bullet aimed roughly at you, and the rate of this happening is affected by the hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
'''Star (airborne)'''&lt;br /&gt;
&lt;br /&gt;
Small score items generated by several ways. Comes in two sizes which don't really differ. Destroying screen clearing enemies will convert all enemy bullets and lasers to stars. Blocked enemy lasers emit stars. Erasing bullets with the hyper shot converts them into stars, depending on which part of the shot is used (big stars for the part close to your ship, no stars for the red part). When your hyper ends, all enemy lasers get converted to stars. Destroying laser firing enemies makes the lasers turn into stars. Killing bosses releases lots of stars.&lt;br /&gt;
&lt;br /&gt;
Gives you score according to the combo value (value / 10) and raises the combo value by a minimal amount. Also raises the combo gauge by a small amount during hypers which is important for keeping your combo up when focusing on bullet erasing.&lt;br /&gt;
&lt;br /&gt;
'''Star (ground)'''&lt;br /&gt;
&lt;br /&gt;
Small score item generated by killing some ground enemies.&lt;br /&gt;
&lt;br /&gt;
'''Bee'''&lt;br /&gt;
&lt;br /&gt;
The series traditional hidden bee icons placed in various places in the stages. Revealed by hitting the location with the tip of your laser. All stages contain 7 bee items, and 2 extra in the Ura route. Revealed bees start as green, and will periodically change to yellow and back. Picking up a green bee increases your hyper gauge by about 30% of the full amount (exact number?), while picking up a yellow one gives you some insignificant amount of score. Bees will briefly flash white when changing color, and picking them up during that gives you both effects. Picking up a bee at any state will also fill your combo gauge.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the '''Maximum''' mode. Being in the Maximum mode gives you a continuous score bonus, which is however irrelevantly small in this game. More important effect of the mode is enabling the auto-bomb for Power style. You also get a sizeable score bonus for finishing the second loop with the Maximum mode active (5 bil Omote / 10 bil Ura). The Maximum mode is lost if a bomb is used.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life. Found only by destroying the big generator tower in stage 3 (both loops). You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
As said in the intro, the first loop stages have two possible routes to play through. In stage 1 you can go to either route, depending on your actions at the beginning of the stage. Each stage after this has the route determined by what happened before entering it, and the route cannot change during the stage. For the second loops, you are locked to the route of your loop upon entry.&lt;br /&gt;
&lt;br /&gt;
In stage 1, you can enter the Ura route by destroying 3 of the big silos yourself (they will get crushed by the big tanks if you're not quick). When destroying the 3rd silo, you must be at full hyper gauge. If you succeed, you will see the Ura midboss warp in immediately after the section. Alternatively, you can enter the Ura route later by collecting all the bee items in two stages without dying. The stages do not have to be consecutive.&lt;br /&gt;
&lt;br /&gt;
To stay in the Ura route, you have to either collect all the bee items in the stage without dying, or defeat the midboss without dying or bombing.&lt;br /&gt;
&lt;br /&gt;
To enter the Omote second loop you need to clear the first loop and collect at least 35 bee items or use at most 2 bombs. To enter the Ura second loop you need to collect all 45 bee items (this requires playing all the stages in the Ura route) and have at most 2 used bombs and 1 death. Note that because of the auto-bombs, the death condition is only relevant for Power style.&lt;br /&gt;
&lt;br /&gt;
Besides the route, there are some other differences between the second loops. In Ura, the small choppers fire 3-way shots, and the tanks have a much higher fire rate. The hyper rank decreases less in Ura and you gain less hyper gauge by aura hits and Boost mode hyper shot. The final boss [[Hibachi]] only appears in the Ura version of the extra stage and your end game bonus will be doubled.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The base of all the scoring in the game is the combo system, which works similarly to the earlier games in the series. Refer to the [[DoDonPachi]] page for example for a more detailed description. In short, during a combo the value of every killed enemy is added to the combo value which is then added to your score. The main addition to the system is the multiplier based on the hit count. The multiplier levels are:&lt;br /&gt;
* 0 - 499 hits:  1x&lt;br /&gt;
* 500 - 999 hits:  2x&lt;br /&gt;
* 1000 - 2999 hits:  3x&lt;br /&gt;
* 3000 - 4999 hits:  4x&lt;br /&gt;
* 5000 - 6999 hits:  5x&lt;br /&gt;
* 7000 - 9999 hits:  6x&lt;br /&gt;
* 10000 or more hits:  7x&lt;br /&gt;
&lt;br /&gt;
When active (see below) the multiplier affects your combo in couple of different ways. First, the value of every kill added to the combo value is multiplied with the multiplier. Second, the hit count gained from the kill is multiplied. Third, the score gained from the kill is the combo value multiplied by the multiplier. Note that this only applies to score gained from enemy kills, other combo value based score is not multiplied (this includes score from laser hits (both normal and boss) and score gained from star items). Another way to think this is that the multiplier makes the score effect of every enemy kill happen multiple time. &lt;br /&gt;
&lt;br /&gt;
You can be in three different states based on your hyper status which affect how your combo works.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is not filled:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your hits, chain value and hyper gauge slowly decrease.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is filled:'''&lt;br /&gt;
* The multiplier is active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
&lt;br /&gt;
'''If you are hypering:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
* You gain hits when hitting enemy bullets with the shot. The amount is doubled (exactly?) at hyper rank 5. The Boost shot of the Power style is excluded, except during midbosses.&lt;br /&gt;
* You gain hits very rapidly when blocking enemy lasers with the laser.&lt;br /&gt;
&lt;br /&gt;
Bombing or dying will always drop the combo regardless of the state. This includes boss fights.&lt;br /&gt;
&lt;br /&gt;
The basic scoring strategy revolves around balancing using hypers to obtain a high hit count and maximizing the time spent with the multiplier active. Note that there is no real benefit in raising the hit count beyond 10000. The no-multiplier no-hyper mode has no scoring benefits, but can be used to carry the combo over difficult parts.&lt;br /&gt;
&lt;br /&gt;
Finally, unlike the previous games the combo can be carried over to the bosses normally. During the bosses your combo will not drop when emptying the combo gauge but you will instead always get the slow decrease effect. Laser hits will give you the full chain value and the multiplier is not applied. Several of the boss phases in the game can be milked for laser hits (by using invulnerable parts) or bullet cancels up to their timeouts for a noticeable score boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
----&lt;br /&gt;
''' Basics '''&lt;br /&gt;
&lt;br /&gt;
First step for good scoring is learning to combo parts of the stages normally. You will not be able to reach higher scores without being able to utilize the multiplier and your combo is constantly at the risk of dropping while in the multiplier mode. Some parts are harder to combo than others, and it might not be a big loss to skip a difficult part by using a hyper.&lt;br /&gt;
&lt;br /&gt;
Second step is optimizing the hit collection. The earlier you are able to get a high multiplier going, the more time you can spend in the lucrative multiplier mode later. The hit collecting techniques depend on your ship type and are also highly stage specific and are covered later. Learning to optimize your hyper recharging is also important to avoid any downtime. Most of the time you should be aiming to fully recharge your hyper during the hyper itself. A good way to do this is combining the hyper gauge gain from aura hits and lasering off screen enemies by point blanking enemies just off the top of the screen. Using the Power style makes this part easier as you can also use the Boost shot, but do note that this generally reduces your hit gain (exception for this is the midbosses, the Boost shot does generate hits during them).&lt;br /&gt;
&lt;br /&gt;
The midbosses are good places for hypers in general since the lack of multiplier does not cost you anything if there are no regular enemies to combo present. Some midbosses release extra enemies if killed quickly and some need to be delayed to keep the combo going over an otherwise empty gap in the stage.&lt;br /&gt;
&lt;br /&gt;
A rank 5 hyper will give you much more hits when hitting enemy bullets and since hypers will always stay on the rank level they started at, it is possible to activate a rank 5 hyper right at the end of a stage and carry it over to the beginning of the next stage. This is a good technique for gaining some extra starting hits, and it also helps keeping your hyper rank in check since the rank raise effect of the hyper happens in the previous stage.&lt;br /&gt;
&lt;br /&gt;
One more thing to pay attention to is the fact that some enemies in the game have a drastically higher base point value. Because the multiplier is applied to the values added to the combo value, knowing these targets and building your strategy around them is important for improving your score. While attempting to build up your hit count, you will still want to try to kill as many of these high value targets with the multiplier on as possible.&lt;br /&gt;
&lt;br /&gt;
''' Laser countering '''&lt;br /&gt;
&lt;br /&gt;
Countering enemy lasers with your hyper laser is the most important technique to learn for quickly raising your hit count. Any enemy laser can be used for this, and the hit gain increases with each countered laser. The hit gain from countering lasers works like a mini combo. The hits will start rolling up after a brief delay as long as you keep countering a laser. This combo will be broken if you destroy any other targets, even during the countering, and you will need to wait a moment again to start regaining the hits. Moving away from the laser source may also briefly break the connection and stop the hit gain for a moment.&lt;br /&gt;
&lt;br /&gt;
For durable laser firing targets (the gatling laser cannons in stage 5, the laser tower at the start of stage 4, etc.) the easiest way to perform the technique is point blanking the enemy. This makes sure your laser is not hitting anything else and breaking the hit gain. You will also regain hyper gauge due to the aura effect. Some other laser firing enemies are too weak for this method (the small ground laser cannons, the big laser cannons in stage 3, etc.) and for these you just need to laser off the screen. The countered enemy lasers keep emitting a stream of small stars so you do not have to worry about breaking your combo while doing this.&lt;br /&gt;
&lt;br /&gt;
The Danger Lasers spawned in mass at higher hyper ranks can also be used for the countering technique. Their random behavior makes this less reliable than using regular enemies, but the method can still be very useful at starts of stages for gaining more hits than what would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
''' Loops '''&lt;br /&gt;
&lt;br /&gt;
Just like in the previous games, the combo gauge becomes much more lenient in the second loop, and killing any enemy with the shot will bring the gauge to full. The larger enemy bullet count, especially in Ura, also makes it easier to gain big hit counts early. The downside is that higher hyper ranks become very difficult to survive due to the added counter bullets.&lt;br /&gt;
&lt;br /&gt;
With the Bomb and Strong styles a common technique is using manual bombs and even suicides to lower the hyper rank in order to start stages with a safe rank 1 hyper. There is a brief period when entering bosses during which the combo is frozen, and it is possible to use bombs during it without breaking the combo. This allows you to still get some boss score while using the rank lowering method.&lt;br /&gt;
&lt;br /&gt;
The Power style has no bomb stock to use, so the rank lowering technique is not usually practical with it. However due to the increased strength of the Boost mode hyper shot it is still possible to reliably survive high rank hypers too. The high number of Danger Lasers spawned while doing this also gives an unique opportunity to quickly get more hits than is possible with the other styles. Being able to start stages with the hyper rank fully maxed out in Ura is useful for this.&lt;br /&gt;
&lt;br /&gt;
=== Individual stages ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For scoring you should always be aiming for the Ura route in the first loop. However since stages 1 and 2 are worth relatively little score, you won't be losing much by entering the route in stage 3. If you are aiming for the Ura second loop you need to do every stage in the Ura route however.&lt;br /&gt;
&lt;br /&gt;
The tips below only refer to Strong and Power styles for now. Bomb should be able to do most of the same things as Strong.&lt;br /&gt;
&lt;br /&gt;
''' 1-1 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big tanks in the beginning have a high base value. You should aim to gather 1000 hits before them with one hyper in the start and make sure to kill them with the multiplier. You can charge quickly by point blanking the off screen tanks moving along the bridge and there are also two bees you can use.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be used to raise your hit level to 3000 with another hyper. The lasers it fires straight down after the first attack can be countered for hits. Power can easily recharge by bullet countering while Strong needs to point blank the tanks on the bridge for it. There is an alternate strategy where you delay the midboss until time out and use another hyper to get a huge hit count from the laser orbs left behind from the final attack. However since this makes you lose bunch of multiplied score from the enemies during the latter part, it ends up being worth roughly same.&lt;br /&gt;
&lt;br /&gt;
''' 1-2 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big ships in the beginning have a high base value. You can kill them all with the multiplier at 1000 hits by keeping the first one alive during a hyper and then killing it afterwards just as it is leaving the screen. For the recharging you can point blank the tanks arriving from the top left road.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss should be timed out, as it releases a bunch of laser firing orbs as its final attack and these orbs remain behind if the midboss is not destroyed. The lingering orbs can be point blanked with the hyper laser for a huge hit boost. The behavior of the orb attack has some randomness but a good setup should reach 7000 hits here almost every time and even 10000 hits is possible with some luck. Strong style needs to do some damage control to avoid killing the midboss prematurely.&lt;br /&gt;
&lt;br /&gt;
''' 1-3 '''&lt;br /&gt;
&lt;br /&gt;
Carrying a rank 5 hyper from the previous stage is highly recommended for the start here. You should be able to recharge about 50% of it by point blanking the boss just before the kill. You can either use the hyper for erasing the bullets fired by the choppers and the teleporting enemies the whole time, or go for the Danger Lasers after some erasing. The latter method seems more reliable with Strong compared to Power. By using another another hyper right after it is possible to get over 5000 hits. The enemies appearing from the top and the two bees can be used for the hyper gauge. Yet more hits can be gained by countering the two horizontal lasers fired by the laser cannons appearing soon after.&lt;br /&gt;
&lt;br /&gt;
The main source for combo value in the stage are the big yellow and blue ships with multiple turrets. Power can easily destroy all of them with multiplier but for Strong it is common strategy to point blank the first one for hyper charge instead. While not so major, the laser cannons appearing briefly during the horizontal scrolling parts also have high value (3 at first and 3 more in the Ura extra part). The Ura extra part contains a huge group of tanks and some care should be taken to destroy as many of them in the rapidly scrolling section as possible.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be hypered and held until time out for an easy chain. Alternatively it is possible to destroy it without using any hypers and hold the combo by lasering the tanks leaving the screen on the top left. This is a difficult technique and most feasible with the Strong style due to its high laser power.&lt;br /&gt;
&lt;br /&gt;
''' 1-4 '''&lt;br /&gt;
&lt;br /&gt;
The laser tower in the beginning is a very valuable source of hits and the row of laser cannons before it can also be used for the same purpose. For Strong style a common strategy is to use a rank 5 carryover hyper for the first and then another one for the tower. Power style can alternatively use the available extra charge to skip the carryover and instead time two hypers such that the first ends while on top of the tower followed immediately by a second one. Both techniques can reach 7000 hits but optimal performance in this part is very tricky. The base value of the tower is also very high, but there is no good way to get a multiplier kill here while also getting the valuable hits.&lt;br /&gt;
&lt;br /&gt;
The 2 wide ships appearing immediately after the tower have a high base value and should be killed with a multiplier for a good start. Regaining charge after the tower hyper is easy for Power, but Strong needs to do it by point blanking the first appearing wide ship while at the same time taking care to not destroy it prematurely. The bullets fired by the ship are your last change of getting the hit count up to 7000 here. The section between the wide ships and the midboss does not contain anything particularly valuable, so it can be used for an extra hyper if your hit count is not high enough. If not using a hyper, connecting the combo to the midboss is a bit tricky. You want to delay the first set of 3 medium sized enemies to destroy them only after the second set for this.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss cannot be destroyed too quickly, since otherwise you will be left with a completely empty section. You need to be aware when you can get rid of it and have enemies spawning in to successfully chain over the part. Being high up on the screen when the laser attack starts is good for this, as it makes the midboss go over the top of the screen and receive less damage. For Strong this also gives you a valuable hyper recharge opportunity. You may want to manipulate the hyper gauge such that you are not at the risk of breaking the combo when the midboss dies but regain your multiplier mode soon after.&lt;br /&gt;
&lt;br /&gt;
The boss of this stage is a popular target for score milking, especially during the second phase. This is partly due to the latter part of the stage containing so many high value enemies that a successful full combo will have more value in the end than in any other stage. The first phase of the boss is easy to defeat quickly by leaving one rocket booster intact in the beginning as this lets you point blank the boss itself for an extended time. The big orbs fired in the final phase can be point blanked to instantly recharge your hyper during the invulnerability in order to carry over a hyper with a full charge ready.&lt;br /&gt;
&lt;br /&gt;
''' 1-5 '''&lt;br /&gt;
&lt;br /&gt;
Very difficult stage to fully chain but also worth much more than any other stage.&lt;br /&gt;
&lt;br /&gt;
The stage opens with two sets of 3 Gatling Lasers. These have a very high amount of hp and are your best way of building up an early hit count. A rank 5 carryover hyper is also useful for obtaining 1000+ starting hits. The gatling lasers and the big tanks on the opposite sides also have relatively high base values, but the differences here are not nearly as big as in the previous stages. The basic approach for the part is using one hyper for each set of Gatling Lasers, point blanking them for the recharge. This approach can easily get up to 10000 hits by the end of the section and by timing the hypers well you can take out some of the Lasers with the multiplier active. An alternative strategy is using a hyper only for the first set. It's possible to reach 7000 hits this way and then destroy all of the remaining Lasers with the multiplier. This approach is very difficult but will lead to a somewhat higher score in the end.&lt;br /&gt;
&lt;br /&gt;
The first Ura midboss is normally hypered to chain over it safely, but at least with Strong it is possible while highly risky to point blank and kill it quickly without any hypers. Killing the midboss quickly is important regardless as this will make more enemies spawn. The Ura route is also much better here as it contains lots of medium sized ships to boost the combo value. Connecting the end of the enemy rush section to the start of the next takes some care, the two bees at the bottom are helpful for this.&lt;br /&gt;
&lt;br /&gt;
The following section with the indestructible rotating laser wheels is ideally done without any hypers as you should always have a full multiplier by this point. However the section is also fairly difficult so might want to decide to use some safety hypers instead. A high level scoring technique here is keeping the two large hangars alive as long as possible in order to destroy all the large round enemies they spawn, as these have a relatively high base value. The whole section is also full of tanks and other ground objects that show up only briefly so getting all the possible kills here is challenging. '''[https://www.youtube.com/watch?v=_6JUQ6fB4dk&amp;amp;t=7s You can find a strategy video for the first loop here.]'''&lt;br /&gt;
&lt;br /&gt;
The second midboss should just be destroyed with a hyper as quickly as possible to maximize the amount of appearing bonus enemies. Again you need to pay attention to your combo when destroying it as you will break there if you are in the multiplier mode. Destroying the midboss during a hyper or at non-full hyper gauge both work.&lt;br /&gt;
&lt;br /&gt;
The final section should be just straight forward chaining where you will finally get rewarded for carrying the combo so far. The hardest part here is connecting the combo over the second big tank. If you destroy it too quickly you will likely run out of enemies here, instead you want to delay it until the 6 tanks appear from the terrain next to it. Keeping the tank hangar alive longer and using the normal mode laser as Power both help. Avoiding the hard part entirely with a hyper is also a possibility, just make sure you have the multiplier back for the high value wide ship afterwards.&lt;br /&gt;
&lt;br /&gt;
''' 2-1 '''&lt;br /&gt;
&lt;br /&gt;
The big tanks will fire lasers this time, which can be used for lots of extra hits. Especially with Power this can be combined with Danger Lasers for a really big early hit count. With Strong you are forced to endure high hyper rank if trying to score here in Ura.&lt;br /&gt;
&lt;br /&gt;
''' 2-2 '''&lt;br /&gt;
&lt;br /&gt;
A high hit Danger Laser opening is again possible here with Power. Be careful of the laser cannons in the end section, they are much more deadly this time. The boss uses many difficult attacks in a row with limited recharge opportunities, so even with Power it is common to plan a bomb for it.&lt;br /&gt;
&lt;br /&gt;
''' 2-3 '''&lt;br /&gt;
&lt;br /&gt;
Extreme bullet count in the start and added lasers at the laser cannons both make getting hits easier here. The Ura midboss can be killed quickly and the combo still maintained by slowly killing the remaining tanks one by one with the shot. Doing this all without a hyper is also feasible at least for Strong. The Omote midboss on the other hand is very difficult to survive without a hyper. If you can keep the hyper rank low, bullet erasing at the boss can be worth a lot.&lt;br /&gt;
&lt;br /&gt;
''' 2-4 '''&lt;br /&gt;
&lt;br /&gt;
The lowered hyper gauge gain makes activating the multiplier in time for the first wide ship unpractical for Strong when going for hits (in Ura, apparently this is doable in Omote?). Erasing bullets at the second phase of the boss is a big scoring opportunity.&lt;br /&gt;
&lt;br /&gt;
''' 2-5 '''&lt;br /&gt;
&lt;br /&gt;
The start has several options again but a chain value as high as in the first loop is not normally aimed for. Delaying the tank hangars also gets extremely dangerous. The downwards scrolling part in the middle of the laser bit section is very tricky in Ura and cannot even hypered safely with higher rank Strong. Another notably difficult part is the big ground cannon near the end, however this can be hypered with all styles for safety.&lt;br /&gt;
&lt;br /&gt;
The boss launches small pods in multiple attacks which are useful for charging your hypers, which you want to be using a lot to survive here. The final phase can be lucrative for score but also very challenging (is this even doable for Strong?).&lt;br /&gt;
&lt;br /&gt;
The first midboss in Omote is very difficult and you will not be able to gain much hyper gauge during it. To survive it you will want to face it at low enough hyper charge. Even with Power style expending resources to drop the rank can be a good idea here.&lt;br /&gt;
&lt;br /&gt;
''' EX '''&lt;br /&gt;
&lt;br /&gt;
The first boss Golden Disaster has far more hp than any other enemy and using hyper point blanking for damage becomes very important to kill it in reasonable time. The best place to point blank is the gap between the head and the side gun pod (higher damage because the aura hits multiple parts?). Hypering and moving inside the drones spawned at the start of the second attack is a good technique since it gives you an instant recharge and lets you quickly destroy most of the drones while invulnerable.&lt;br /&gt;
&lt;br /&gt;
For Hibachi, a good plan and hyper timing is essential. The boss has a shield on whenever you are invulnerable, so dealing damage by hyper point blanking is most of the time only possible during the gaps between attacks. You can also keep near to the boss during the 3rd attack before the counter bullets from the laser reach you. For the final, being able to deal point blank hyper damage during the start helps a lot. Since a lot of the pattern is made of the counter bullets, avoiding lasering during invulnerability also helps a bit.&lt;br /&gt;
&lt;br /&gt;
Other styles are allowed plenty of mistakes in the fight, but Power will have a very hard time. If you have enough lives left, you can bring your hyper rank down for easier time in the final. The bullets start to become erasable if your rank is 2 or 1.&lt;br /&gt;
&lt;br /&gt;
=== Bee Locations ===&lt;br /&gt;
Map layouts supplied by Cave on cave.co.jp, modifications for bee locations and personal touches done by Emuser for Ura paths and Kek on Discord for Omote paths.  Due to the varying size of each level map, they are attached in zip file format.&lt;br /&gt;
&lt;br /&gt;
[https://www.mediafire.com/file/ht8h7n0orei7lut/DFK+Bee+Maps.zip/file Bee Locations]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system details from CAVE Official DVD booklet&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=10265</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=10265"/>
		<updated>2021-05-31T14:55:59Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one time use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
The size of a bomb unleashed will increase relative to the current rank the player has.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
&lt;br /&gt;
*In stage 5, you need to destroy the turret in the bottom right corner of the gunwall and destroy the big railings that appear in the middle of the gunwall section in order of appearance.  The extend should appear upon destroying the turret and then the 2nd railing.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Play through the game with no continues used and make the True Last Boss appear.  Once you see the True Last Boss for the first time and complete the run/credit, you will have Type F unlocked.  You may also continue to play through the boss and you will still get credit for unlocking Type F.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
*Sometimes when sitting at the very bottom edge of the screen and vacuuming medals, if too many medals are collected at a time it is possible for one to slip through unobtained and reset the current rank even though the player has let off the fire button for a couple seconds clearly.  Try to get used to collecting medals a ways up from the bottom edge of the screen to avoid this issue.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=10264</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=10264"/>
		<updated>2021-05-31T14:55:25Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one time use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
The size of a bomb unleashed will increase relative to the current rank the player has.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
&lt;br /&gt;
*In stage 5, you need to destroy the turret in the bottom right corner of the gunwall and destroy the big railings that appear in the middle of the gunwall section in order of appearance.  The extend should appear upon destroying the turret and then the 2nd railing.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Play through the game with no continues used and make the True Last Boss appear.  Once you see the True Last Boss for the first time and complete the run/credit, you will have Type F unlocked.  You may also continue to play through the boss and you will still get credit for unlocking Type F.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
*Sometimes when sitting at the very bottom edge of the screen and vacuuming medals, if too many medals are collected at a time it is possible for one to slip through unobtained and reset your rank even though the player has let off the fire button for a couple seconds clearly.  Try to get used to collecting medals a ways up from the bottom edge of the screen to avoid this issue.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=10196</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=10196"/>
		<updated>2021-05-28T23:57:48Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Unlockables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one time use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
The size of a bomb unleashed will increase relative to the current rank the player has.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
&lt;br /&gt;
*In stage 5, you need to destroy the turret in the bottom right corner of the gunwall and destroy the big railings that appear in the middle of the gunwall section in order of appearance.  The extend should appear upon destroying the turret and then the 2nd railing.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Play through the game with no continues used and make the True Last Boss appear.  Once you see the True Last Boss for the first time and complete the run/credit, you will have Type F unlocked.  You may also continue to play through the boss and you will still get credit for unlocking Type F.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=10195</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=10195"/>
		<updated>2021-05-28T23:21:59Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Unlockables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one time use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
The size of a bomb unleashed will increase relative to the current rank the player has.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
&lt;br /&gt;
*In stage 5, you need to destroy the turret in the bottom right corner of the gunwall and destroy the big railings that appear in the middle of the gunwall section in order of appearance.  The extend should appear upon destroying the turret and then the 2nd railing.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed) up to the True Last Boss.  This means once you see the True Last Boss for the first time and complete the run/credit, you will have Type F unlocked.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=10194</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=10194"/>
		<updated>2021-05-28T22:52:52Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Bombs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one time use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
The size of a bomb unleashed will increase relative to the current rank the player has.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
&lt;br /&gt;
*In stage 5, you need to destroy the turret in the bottom right corner of the gunwall and destroy the big railings that appear in the middle of the gunwall section in order of appearance.  The extend should appear upon destroying the turret and then the 2nd railing.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed), or can be unlocked with enough playtime clocked (Amount of time needed to play is unknown).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=10193</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=10193"/>
		<updated>2021-05-28T22:41:33Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Extends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a [[doujin]] PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
&lt;br /&gt;
*In stage 5, you need to destroy the turret in the bottom right corner of the gunwall and destroy the big railings that appear in the middle of the gunwall section in order of appearance.  The extend should appear upon destroying the turret and then the 2nd railing.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed), or can be unlocked with enough playtime clocked (Amount of time needed to play is unknown).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=9936</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=9936"/>
		<updated>2021-05-20T22:58:14Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected. Its worth noting that max shot power only increases damage 1.375 times greater than the base shots damage. If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who was said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Batsugun, Dogyuun, Out Zone, V-V.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ''ZeroRanger'', a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in ''Graze Counter'', a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game was available as a free download on Koichi Yoshida's website at the following link, but the page appears to have been changed and the download is not available on the site: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
For now the latest version is available at the following link: https://web.archive.org/web/20200804060107/http://www2.tky.3web.ne.jp/~yosshin/my_works/CH170523.ZIP&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=9934</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=9934"/>
		<updated>2021-05-20T22:57:48Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected. Its worth noting that max shot power only increases damage 1.375 times greater than the base shots damage. If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who was said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Batsugun, Dogyuun, Out Zone, V-V.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ''ZeroRanger'', a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in ''Graze Counter'', a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game was available as a free download on Koichi Yoshida's website at the following link, but the page appears to have been changed and the download is not available on the site: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
For now the latest version is available on Archive.org at the following link: https://web.archive.org/web/20200804060107/http://www2.tky.3web.ne.jp/~yosshin/my_works/CH170523.ZIP&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=9933</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=9933"/>
		<updated>2021-05-20T22:48:26Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected. Its worth noting that max shot power only increases damage 1.375 times greater than the base shots damage. If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who was said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Batsugun, Dogyuun, Out Zone, V-V.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ''ZeroRanger'', a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in ''Graze Counter'', a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game was available as a free download on Koichi Yoshida's website at the following link, but the page appears to have been changed and the download is not available on the site: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
For now the game is available on Archive.org: https://archive.org/details/CH010912&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=3735</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=3735"/>
		<updated>2020-08-03T17:51:50Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a doujin PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
*In stage 5, you must have an A Rank while at the Turret Wall.  An E Flag will appear in the lower right corner of the Turret Wall during this section.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you the most possible points with as many medals as possible collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed), or can be unlocked with enough playtime clocked (Amount of time needed to play is unknown).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3510</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3510"/>
		<updated>2020-08-01T15:16:52Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Development History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who was said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Batsugun, Dogyuun, Out Zone, V-V.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ''ZeroRanger'', a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in ''Graze Counter'', a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3350</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3350"/>
		<updated>2020-07-30T16:26:10Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Batsugun, Dogyuun, Out Zone, V-V.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ''ZeroRanger'', a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in ''Graze Counter'', a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3349</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3349"/>
		<updated>2020-07-30T16:25:26Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Batsugun, Dogyuun, Out Zone, V-V.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ZeroRanger, a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in Graze Counter, a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3348</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3348"/>
		<updated>2020-07-30T16:24:48Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The default high score table when first turning on the game is populated completely with the names of other Toaplan games: Slap Fight, Tatsujin, Flying Shark, Twin Cobra, Same3!, Tiger Heli, Dogyuun, Out Zone, V-V.&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ZeroRanger, a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in Graze Counter, a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3347</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3347"/>
		<updated>2020-07-30T16:11:49Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In the beginning of stage 1-1, there is a brief background color transition and some pieces of debris that are seen coming from the bottom of the screen.  When you complete stage 0 and get sent to loop 2 stage 1, the same color transitions and debris appear.  This implies that 1-1 has a stage 0 that happened before the player started playing or that there is a cycle occurring.&lt;br /&gt;
*The Stage 0 boss makes an appearance in ZeroRanger, a shoot 'em up game released on Steam in 2018.&lt;br /&gt;
*The powerup carriers are referenced in Graze Counter, a shoot 'em up game released on Steam in 2017.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3321</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3321"/>
		<updated>2020-07-29T16:19:42Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRSOST2.jpg&amp;diff=3320</id>
		<title>File:CRSOST2.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRSOST2.jpg&amp;diff=3320"/>
		<updated>2020-07-29T15:22:35Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soundtrack booklet art 2&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRSOST1.jpg&amp;diff=3319</id>
		<title>File:CRSOST1.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRSOST1.jpg&amp;diff=3319"/>
		<updated>2020-07-29T15:21:50Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soundtrack Booklet Art&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRSG2.png&amp;diff=3318</id>
		<title>File:CRSG2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRSG2.png&amp;diff=3318"/>
		<updated>2020-07-29T15:19:34Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cho Ren Sha game screen 2&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRSG1.png&amp;diff=3317</id>
		<title>File:CRSG1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRSG1.png&amp;diff=3317"/>
		<updated>2020-07-29T15:18:47Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cho Ren Sha 68K game screen&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3316</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3316"/>
		<updated>2020-07-29T12:20:09Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Cho Ren Sha 68K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3315</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3315"/>
		<updated>2020-07-29T12:18:30Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Cho Ren Sha 68K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3314</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3314"/>
		<updated>2020-07-29T12:13:37Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3313</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3313"/>
		<updated>2020-07-29T12:09:44Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3312</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3312"/>
		<updated>2020-07-29T11:48:21Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3310</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3310"/>
		<updated>2020-07-29T05:54:24Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Emuser&amp;diff=3309</id>
		<title>User:Emuser</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Emuser&amp;diff=3309"/>
		<updated>2020-07-29T05:49:37Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Emuser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Emuser ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I am known as Emuser wherever you may find me, let it be SHMUPs community, somewhere in FGC, or playing a random kart racing game.  You most likely know me as the guy who fell asleep while playing Truxton II on stream several years ago.  I decided to join the SHMUPs Wiki and start filling in with some oddball games and hopefully laying out as much information about a game as possible while making things easy to read and follow.  I have a wide range of games I have played over many years, from the mainstream to the kusoge and meme games few if any were aware of or willing to play, so I have confidence that I can contribute some curveballs for this Wiki.  In terms of what I have contributed already, I can say I would be an authoritative figure for information on '''Soldier Force''' and '''Kaikan''' and know pretty much all there is to know about these games.&lt;br /&gt;
&lt;br /&gt;
It will be great to see this Wiki slowly and surely build up to a comprehensive encyclopedia SHMUP resource.&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Emuser&amp;diff=3308</id>
		<title>User:Emuser</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Emuser&amp;diff=3308"/>
		<updated>2020-07-29T05:34:46Z</updated>

		<summary type="html">&lt;p&gt;Emuser: Created page with &amp;quot;== Emuser ==  Hello,  I am known as Emuser wherever you may find me, let it be SHMUPs community, somewhere in FGC, or playing a random kart racing game.  You most likely know...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Emuser ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I am known as Emuser wherever you may find me, let it be SHMUPs community, somewhere in FGC, or playing a random kart racing game.  You most likely know me as the guy who fell asleep while playing Truxton II on stream several years ago.  I decided to join the SHMUPs Wiki and start filling in with some oddball games and hopefully laying out as much information about a game as possible while making things easy to read and follow.  I have a wide range of games I have played over many years, from the mainstream to the kusoge and meme games few if any were aware of or willing to play, so I have confidence that I can contribute some curveballs for this Wiki.  It will be great to see this slowly and surely build up to a comprehensive encyclopedia SHMUP resource.&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3307</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3307"/>
		<updated>2020-07-29T05:24:38Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when you successfully perform a triple item pickup you will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3306</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3306"/>
		<updated>2020-07-29T05:23:23Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when you successfully perform a triple item pickup you will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3305</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3305"/>
		<updated>2020-07-29T05:23:07Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when you successfully perform a triple item pickup you will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding up for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3304</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3304"/>
		<updated>2020-07-29T05:22:40Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when you successfully perform a triple item pickup you will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3301</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3301"/>
		<updated>2020-07-29T05:06:19Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when you successfully perform a triple item pickup you will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3296</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3296"/>
		<updated>2020-07-29T01:17:39Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3295</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3295"/>
		<updated>2020-07-29T01:16:57Z</updated>

		<summary type="html">&lt;p&gt;Emuser: Created page with &amp;quot;== Cho Ren Sha 68K == center left  Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity ove...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has retained popularity over many years and has been referenced in different games released at a later date such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game still managed to receive some updates over the years, with the latest release in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semiauto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*Powerup: Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*Bomb: Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*Shield: Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield that appears will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used.  At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for X68000 Sharp System. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRS_1up.png&amp;diff=3293</id>
		<title>File:CRS 1up.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRS_1up.png&amp;diff=3293"/>
		<updated>2020-07-29T01:07:02Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cho Ren Sha 1up&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRS_Items.png&amp;diff=3292</id>
		<title>File:CRS Items.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRS_Items.png&amp;diff=3292"/>
		<updated>2020-07-29T00:58:46Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cho Ren Sha items&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRS68K_side_art.jpg&amp;diff=3291</id>
		<title>File:CRS68K side art.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRS68K_side_art.jpg&amp;diff=3291"/>
		<updated>2020-07-28T23:37:00Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CRS86K X68000 Box Art&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:CRS68K_Logo.jpg&amp;diff=3290</id>
		<title>File:CRS68K Logo.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:CRS68K_Logo.jpg&amp;diff=3290"/>
		<updated>2020-07-28T23:33:53Z</updated>

		<summary type="html">&lt;p&gt;Emuser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CRS68K logo&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=3220</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=3220"/>
		<updated>2020-07-26T17:27:24Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Game End Bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a doujin PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
*In stage 5, you must have an A Rank while at the Turret Wall.  An E Flag will appear in the lower right corner of the Turret Wall during this section.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of unused credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you net the most possible points with any medals collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed), or can be unlocked with enough playtime clocked (Amount of time needed to play is unknown).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=3219</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=3219"/>
		<updated>2020-07-26T17:25:48Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Warning Assist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a doujin PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.  Be ready to let go of fire to vacuum in Enemy Medals so that you don't drop one and lose item rank whenever these arrows appear.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
*In stage 5, you must have an A Rank while at the Turret Wall.  An E Flag will appear in the lower right corner of the Turret Wall during this section.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you net the most possible points with any medals collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed), or can be unlocked with enough playtime clocked (Amount of time needed to play is unknown).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kaikan&amp;diff=3218</id>
		<title>Kaikan</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kaikan&amp;diff=3218"/>
		<updated>2020-07-26T17:23:42Z</updated>

		<summary type="html">&lt;p&gt;Emuser: /* Bombs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kaikan ==&lt;br /&gt;
[[File:Kaikan Logo.png|center]]&lt;br /&gt;
Kaikan is a doujin PC SHMUP released in 2013 by Zakichi, who has released several games under the name ©-kigekiyahonpo-.  The game is inspired by Raizing games where medal collection occurs, but with a focus on vacuum effects on medals instead of needing to collect them by touching them like in a Raizing game.  The game was created solely within Shooting Game Builder and features royalty free music from various artists to fill in the game's soundtrack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
Kaikan is a 3-button game as follows:&lt;br /&gt;
&lt;br /&gt;
*Fire: This is what you press to deploy the fire of your main and subshots.&lt;br /&gt;
&lt;br /&gt;
*Bomb: This is what you press to deploy a bomb when the bomb meter is full.&lt;br /&gt;
&lt;br /&gt;
*Focus: Holding this button shows the ship hitbox and alters properties of the subshot for whichever ship you select.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
All ships have a standard forward shot, the ship picked determines what kind of subshot is powered up along the way.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Sprite !! Speed !! Weapon !! Focus !! Overview&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;Type A&amp;lt;/span&amp;gt;''' || [[File:Kaikan TypeAShip.jpg|thumb|center]] || 5/6 || Napalm || Tightens subshot spread for a focused attack || Pros: &lt;br /&gt;
*Fast Ship with high damage.&lt;br /&gt;
*Can change sub to be slightly wider or focused with proper use of Focus.&lt;br /&gt;
Cons: &lt;br /&gt;
*Lingering subshot can make for harder chain timings due to needing to let off the shot for longer to collect medals.&lt;br /&gt;
*Has the worst capabilities of dealing with enemies on it's sides due to the focused nature of it's kit.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Type B&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeBShip.jpg|thumb|center]] || 4/6 || Wideshot || Engages subshots to all fire forward || Pros: &lt;br /&gt;
*Most balanced ship in the game, no major flaws and can handle any situation.&lt;br /&gt;
*Wide shot covers entire screen, focus lets it get better damage on smaller targets or specific spots.&lt;br /&gt;
*Subshot ends quickly to allow for quicker and easier medal collecting.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Type C&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeCShip.jpg|thumb|center]] || 3/6 || Homing || Puts a target on the field while held, Homing shot directs towards the held target || Pros:&lt;br /&gt;
*Homing subshot lets players concentrate solely on dodging while having good medal collection due to the subshot not lingering.&lt;br /&gt;
*Unique shot strategies in tandem with use of Focus.&lt;br /&gt;
Cons:&lt;br /&gt;
*Overall very weak, loses out on bonus waves other ships would see.&lt;br /&gt;
*Has to score completely differently from the other ships due to it's abnormal kit.&lt;br /&gt;
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|'''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Type D&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeDShip.jpg|thumb|center]] || 2/6 || Fire || Slows span of fire pillars from 180 degree fan to 90 degree fan || Pros:&lt;br /&gt;
*Fire Pillars hit wide and pierce through anything.&lt;br /&gt;
*Being able to have unfocused + focused fire pillars simultaneously gives the ship versatility.&lt;br /&gt;
Cons:&lt;br /&gt;
*The slower speed of the ship can be a detriment in some areas.&lt;br /&gt;
*Big damage with this ship requires being close to enemies and stacking fire pillars for optimal destruction.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Type E&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeEShip.jpg|thumb|center]] || 6/6 || Blast || Prevents subshot from swaying while moving left/right || Pros:&lt;br /&gt;
*Fastest ship and highest damaging ship in the game.&lt;br /&gt;
*Due to it's high damage, has access to unique bonus waves only it can reach.&lt;br /&gt;
Cons:&lt;br /&gt;
*Due to the destructive power of it's subshot, one would need to let off Fire longer in order to preserve medals and not lose chains.&lt;br /&gt;
*Lack of side coverage and the ship's extreme speed makes it have a harder time in stage 5.&lt;br /&gt;
|-&lt;br /&gt;
|'''&amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;Type F&amp;lt;/span&amp;gt;'''|| [[File:Kaikan TypeFShip.jpg|thumb|center]] || 1/6 || Ball || Freezes balls in place || Pros:&lt;br /&gt;
*A tanky ship capable of covering the screen in a storm of firepower.&lt;br /&gt;
*Balls will erase enemy bullets and can take several hits before disappearing.  Letting go of fire returns balls to the ship and heals them.&lt;br /&gt;
Cons:&lt;br /&gt;
*The major lack of speed turns into a hindrance when simply collecting ground medals or dodging some attacks.&lt;br /&gt;
*If any balls take too much damage and disappear, the ship will lose a power level as balls in stock correlate to power level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics and Scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Powerups ====&lt;br /&gt;
Periodically there will be bigger enemies that will drop power ups when shot.  The player starts the game with no sub weapon, but each powerup collected will raise your sub weapon level by 1, capping at 4.  Extra powerups collected without the player dying will give increased extra points for each excess powerup, starting at 10K and increasing 10K for each new powerup picked up.  Dying lowers your power level by one and resets the extra powerup collection bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Medals ====&lt;br /&gt;
There are four types of medals the player will see in Kaikan:&lt;br /&gt;
*'''Enemy Medals:''' The most common medals the player will see.  These will spawn from structures that are shot at and from enemies destroyed with main, subshot and bomb.  Collecting these will increase the item rank a bit per Enemy Medal as well as fill the bomb meter a bit.  Letting off the Fire button will vacuum these medals to the player and will be collected as long as the player does not press fire again too quickly before the medals reach the player.&lt;br /&gt;
*'''Ground Medals:''' There are seven hidden Ground Medals in each stage.  These look like rounded shields and can only be uncovered if shot at long enough with the main shot or if a bomb hits them, and are worth an amount depending on your current item rank.  Once uncovered, the player has to collect the ground medal by flying over it.&lt;br /&gt;
*'''Bomb Medals:''' These look like a warrior's shield and will spawn from enemies or bullets destroyed with a bomb and are collected automatically.  Bullets turned into Bomb Medals do not contribute to bomb refill or item rank increase.&lt;br /&gt;
*'''Boss Destroy Medals:''' These look like cross shaped medals and only spawn from bullets cancelled when a boss is destroyed.  These can only be picked up directly by flying into them.&lt;br /&gt;
&lt;br /&gt;
==== Count ====&lt;br /&gt;
Count is shown on the right side of the screen and tells how many medals you have collected in the stage.  This slowly subtracts during boss fights.  This acts as an end stage multiplier, where when a boss is killed, you earn (Boss Value x Count) Score.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Values ====&lt;br /&gt;
Kaikan features an item rank system for medal point value, the higher your rank the more medals will be worth when spawned from destroyed enemies. &lt;br /&gt;
*'''G Rank:''' 10 Pts, (Ground Medal = Count x 100)&lt;br /&gt;
*'''F Rank:''' 50 Pts, (Ground Medal = Count x 110)&lt;br /&gt;
*'''E Rank:''' 100 Pts, (Ground Medal = Count x 120)&lt;br /&gt;
*'''D Rank:''' 500 Pts, (Ground Medal = Count x 130)&lt;br /&gt;
*'''C Rank:''' 1000 Pts, (Ground Medal = Count x 140)&lt;br /&gt;
*'''B Rank:''' 5000 Pts, (Ground Medal = Count x 150)&lt;br /&gt;
*'''A Rank:''' 10000 Pts, (Ground Medal = Count x 200), A Rank medals collected add +2 to the Count per medal instead of 1.&lt;br /&gt;
&lt;br /&gt;
Item rank is visually displayed by the colored bars that sit on the sides of the screen and indicated by letter on the left side of the screen. Collecting Enemy Medals will increase item rank and add to your total Count number visible on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
Bombing will spawn additional Bomb Medals from enemies destroyed with the bomb and converts any enemy bullets on screen during the bomb duration into Bomb Medals as well.  &lt;br /&gt;
&lt;br /&gt;
These medals are worth '''(Current Item Rank Point Value x 5)''' amount of Score and also give '''(Item Rank Count Value x 5)''' number of Count.  Enemy Medals and Bomb Medals spawned due to the bomb usage will be autocollected to the player.  If a bomb is in stock and the player gets hit, rank will drop to G Rank and the bomb will be expended and act as a one use autoguard shield.&lt;br /&gt;
&lt;br /&gt;
==== Bosses ==== &lt;br /&gt;
*All Bosses have extra parts that will display a number indicating Hit Points remaining on the parts the player shoots at.  When these parts are destroyed, any enemy bullets on screen are cancelled into Enemy Medals that automatically collect.  Big cancels are necessary in boss fights in order to be able to refill bombs.&lt;br /&gt;
*Destroying a stage boss will turn all enemy bullets on screen into Boss Medals that are worth (Current Item Rank Point Value x 10).  &lt;br /&gt;
*Points calculated for destroying a stage boss: '''(Boss Value x Count)'''.&lt;br /&gt;
&lt;br /&gt;
==== Item Rank Drop ====&lt;br /&gt;
Item rank will reset to G Rank anytime the player shields, the player loses a life, or when an Enemy Medal flies off the screen at the bottom.&lt;br /&gt;
&lt;br /&gt;
==== Warning Assist ====&lt;br /&gt;
The entire playfield of the game does not fit into one screen, so there are moments that medals can spawn on sides the player might not be able to see at the current moment.  Anytime there are off-screen medals, big orange arrows appear on the left or right of the screen to warn the player that there are medals off screen in that direction.&lt;br /&gt;
&lt;br /&gt;
==== Negative Penalty ====&lt;br /&gt;
When the Fire button is not held down, any Enemy Medals on screen will be vacuumed to the player and collected.  If the player fires too soon before these vacuumed medals are collected, they will dim and go down one level.  This is a cosmetic warning for the player to not repeat this mistake with the same medals again.  If the player makes this mistake twice for the same Enemy Medal(s), the Enemy Medals will turn into a rusty red color, lose ALL point value, and will no longer vacuum to the player.  The player will need to pick up these red tinted medals by flying directly into them before they fall off the screen to retain Item Rank.&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
An Extend is given to the player at 100M Score and then every 200M Score after the 1st.  &lt;br /&gt;
There are also two hidden extends:&lt;br /&gt;
*In the middle of stage 3 after the lake portion, there is a giant rock in the middle of the screen that takes some firepower to destroy.  Destroying this rock uncovers a swarm of robotic bugs that try to fly away, you must quickly destroy all of these bugs as they appear and an E Flag for an extend will appear in the center of the rock source.&lt;br /&gt;
*In stage 5, you must have an A Rank while at the Turret Wall.  An E Flag will appear in the lower right corner of the Turret Wall during this section.&lt;br /&gt;
&lt;br /&gt;
==== Game End Bonuses ====&lt;br /&gt;
*'''No Continue Bonus:''' If you beat the game without continuing, you will earn 10 Million points.&lt;br /&gt;
*'''Credit Bonus:''' When beating the game with continues, you are given a Credit Bonus of (Number of credits x 500,000) Score.&lt;br /&gt;
*'''Remain Bonus:''' Remain Bonus is determined by (Remaining Lives x 50,000).  You will get a 2x multiplier if you 1 Credit Clear the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
The player will start at G Rank at the beginning of each stage, the main goals in each stage:&lt;br /&gt;
*Hit A Rank as soon as possible and never get hit - This is the most straight-forward objective, shoot structures and enemies down and collect the Enemy Medals they drop to increase Item Rank.&lt;br /&gt;
&lt;br /&gt;
*Make sure you get used to letting go of the Fire button to vacuum in Enemy Medals.&lt;br /&gt;
&lt;br /&gt;
*Waiting as long as possible to pick up Ground Medals will net you net the most possible points with any medals collected beforehand.&lt;br /&gt;
&lt;br /&gt;
*Destroy enemies quickly to spawn extra waves whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Use bombs strategically so that enemy destruction and bullet cancellation is maximized as much as possible for more Bomb Medals.  Since bombs do not cover the whole screen, it is a good idea to let go of Fire while the bomb is going off so that enemies outside the blast radius coming into the screen don't get killed before they run into the bomb and the player misses out on some Bomb Medals.&lt;br /&gt;
&lt;br /&gt;
*Destroy boss parts with optimal timings and as many bullets on screen as possible to maximize bomb recharges.  KO Bosses when lots of bullets are on screen and maximize Boss Medal collection.  The point values earned from taking time on bosses to go for maximum bullet cancels outweighs the Count value lost during a boss fight.&lt;br /&gt;
&lt;br /&gt;
==== Ground Medals ====&lt;br /&gt;
*[[Kaikan/Ground_Medals|Ground Medal Locations]]&lt;br /&gt;
&lt;br /&gt;
==== True Last Boss ====&lt;br /&gt;
There is a True Last Boss(TLB) that exists in this game if you play through the game and defeat the stage 5 boss without continues.  After the TLB appears, Count becomes ([Remaining Lives x 1000] + 2000).  For example, if you have 4 spare ships showing at the right corner of the screen, you have 5 lives currently and the Count becomes 5000 + 2000 = 7000.&lt;br /&gt;
&lt;br /&gt;
== Unlockables ==&lt;br /&gt;
*Type E Ship: Finish the game (continues allowed).&lt;br /&gt;
*Type F Ship: Beat the game with a 1 Credit Clear (no continues allowed), or can be unlocked with enough playtime clocked (Amount of time needed to play is unknown).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*If you quit the game during a replay, the game will save the unlock information and high score that the game has stored during that specific replay.  For example if you have a 1 Billion high score and both E and F ships unlocked, but you watch Replay # 1 where you played the game for the first time without the 1 Billion high score or the unlocked ships and you were to quit during this replay, the game will save the high score shown during that replay and the E and F ships will be locked again.  Never quit the game in the middle of a replay. After a really good run is saved, you can game over in another run afterward to retain your latest information in case you mess up after your good replay and have no way for the correct high score/unlocks to display.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
You can download the game for free through the author's webpage: https://zakichi.ojaru.jp/kaikan.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kaikan A Gallery.png|Type A&lt;br /&gt;
Kaikan B Gallery.png|Type B&lt;br /&gt;
Kaikan C Gallery.png|Type C&lt;br /&gt;
Kaikan D Gallery.png|Type D&lt;br /&gt;
Kaikan E Gallery.png|Type E&lt;br /&gt;
Kaikan F Gallery.png|Type F&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emuser</name></author>
		
	</entry>
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