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	<updated>2026-04-17T04:49:07Z</updated>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Espgaluda&amp;diff=5932</id>
		<title>Espgaluda</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Espgaluda&amp;diff=5932"/>
		<updated>2020-12-11T22:29:21Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Strategy */ very subjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #00cc99&lt;br /&gt;
|innerbordercolor = #aceeee&lt;br /&gt;
|title = Espgaluda&lt;br /&gt;
|background = #f8fff9&lt;br /&gt;
|image = Espgaluda Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Toshiaki Tomizawa &amp;lt;/br&amp;gt; Neptune &amp;lt;/br&amp;gt; Reeb &amp;lt;/br&amp;gt; T-FORCE&lt;br /&gt;
|program = Tsuneki Ikeda &amp;lt;/br&amp;gt; Takashi Ichimura&lt;br /&gt;
|art = Akira Wakabayashi &amp;lt;/br&amp;gt; Hiroyuki Tanaka &amp;lt;/br&amp;gt; Hideki Nomura &amp;lt;/br&amp;gt; Kengo Arai&lt;br /&gt;
|releasedate = '''Arcade''':  October 2003 &amp;lt;/br&amp;gt; '''PS2''': 2004&lt;br /&gt;
|previousgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
|nextgame = [[Mushihimesama]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Logo.png|center]]&lt;br /&gt;
'''Espgaluda''' (エスプガルーダ) is a vertical shoot-em-up released by [[CAVE]] in 2003, and the spiritual successor to [[ESP Ra.De.|ESP Ra.De]]. A departure from the military style present in most shooting games, ''Espgaluda'' is notable for its '''steampunk, fairy tale setting''', along with the player's ability to '''slow down enemy bullets''', which allows for survival as well as an '''open-ended, bullet cancel-based scoring system'''.&lt;br /&gt;
&lt;br /&gt;
''Espgaluda'' was ported to the Playstation 2 in 2004, and a sequel titled [[Espgaluda II]] was released in 2006.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Screenshot.png|thumb|right|250px|Typical ''Espgaluda'' gameplay]]&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Espgaluda'' is a four-button game with five stages, no loops, and two playable characters, the siblings '''Ageha''' and '''Tateha'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires standard shots&lt;br /&gt;
* '''A (Hold):''' Fires a focused laser shot, and slows the player down&lt;br /&gt;
* '''B:''' Activates and deactivates [[#Kakusei_Mode|Kakusei Mode]], allowing the player to change the speed of and cancel enemy bullets&lt;br /&gt;
* '''C (Press):''' Fires a limited-use barrier attack similar to a [[bomb]], dealing high damage and granting invincibility&lt;br /&gt;
* '''C (Hold and release):''' Charges up and releases a more powerful barrier attack&lt;br /&gt;
* '''D:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
Gameplay revolves around picking up gems which are dropped by enemies, then using the characters' psychic powers to enter [[#Kakusei_Mode|Kakusei Mode]], which consumes gems and slows down all onscreen bullets, and causes all bullets shot by an enemy to be destroyed when the enemy is destroyed - known as a [[bullet cancel]]. Points are awarded per destroyed bullet, with more points awarded for more bullets destroyed. This results in a gameplay loop of collecting gems, entering Kakusei mode and destroying as many bullets as possible, exiting the mode and repeating the process.&lt;br /&gt;
&lt;br /&gt;
=== Characters===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Ageha.png|center|100px]] || '''Ageha''' &amp;lt;br&amp;gt;The older sibling. Has a narrow shot which will also swivel in the direction of the player's movement, similar to the Type-B ship in the [[:Category:DonPachi series|''DonPachi'' Series]], a wider laser, and a faster movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Tateha.png|center|100px]] || '''Tateha''' &amp;lt;br&amp;gt;The younger sibling. Has a wide shot that covers a large area, a narrower laser, and a slower movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
=====Barrier Attacks=====&lt;br /&gt;
&lt;br /&gt;
Instead of a strict bomb counter, ''Espgaluda'' barrier attacks use a meter. Pressing the C button will activate a barrier attack and consume a quarter of the meter, but C can also be held to charge up a larger barrier attack. Charged barrier attacks will do more damage and grant additional invincibility during the chargeup time, but will consume barrier meter during the charge. Additionally, getting hit while in Kakusei mode will activate a barrier attack automatically, consuming half of the barrier meter and preventing the player from losing a life. Picking up an energy item will restore 50% of the barrier meter, and losing a life will restore the barrier meter to full.&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Kakusei.png|200px|thumb|right|During Kakusei Mode, enemy bullets turn pink and slow down significantly]]&lt;br /&gt;
&lt;br /&gt;
=====Kakusei Mode=====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Pressing the B button causes the player to enter ''Kakusei Mode''. In Kakusei mode, Ageha's laser becomes more powerful, at the expense of his main shot power - with the inverse taking place for Tateha. Additionally, '''getting hit will result in an automatic barrier attack''', consuming 50% of the barrier meter and preventing the player from losing a life.&lt;br /&gt;
&lt;br /&gt;
There are two types of Kakusei mode: one in which the player has gems, and one in which the player has no gems, called ''Kakusei Overmode''. Regular Kakusei mode causes the following additional effects:&lt;br /&gt;
&lt;br /&gt;
* All onscreen bullets turn pink and slow down significantly&lt;br /&gt;
* Certain enemies will shoot more bullets&lt;br /&gt;
* Destroying enemies will cause a bullet cancel - depleting the player's gem count, destroying the bullets they shot, awarding points, and converting the destroyed bullets into gold ingot items ''(for more details, see [[#Scoring|Scoring]])''&lt;br /&gt;
* Killing and destroying certain boss phases will cause a bullet cancel - indicated by a line in their health bar and an audio cue when almost at the cancel point.&lt;br /&gt;
&lt;br /&gt;
Using the bullet slowdown and destruction features of Kakusei mode is a recommended strategy when playing for survival, as slower bullets become easier to dodge, and the automatic barrier will protect the player in case they get hit.&lt;br /&gt;
&lt;br /&gt;
[[File:Kakusei Overmode.png|200px|thumb|right|In ''Kakusei Overmode'', all bullets turn red and increase in speed. The Kakusei Overmode Level increases as shown by the circular gauge around the player]]&lt;br /&gt;
&lt;br /&gt;
=====Kakusei Overmode=====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode is activated when the player enters Kakusei mode with no gems, or runs out of gems during regular Kakusei mode. Kakusei Overmode causes the following effects:&lt;br /&gt;
&lt;br /&gt;
* All onscreen bullets turn red, and speed up instead of slowing down&lt;br /&gt;
* Destroying enemies no longer causes bullet cancels&lt;br /&gt;
* Enemies drop gold ingots instead of green gems&lt;br /&gt;
* Points are awarded continuously over time&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode can be dangerous due to the increased bullet speed, but it also grants rewards. When in Kakusei Overmode, the player will constantly accumulate small amounts of points. The points accumulated are based on the player's ''Kakusei Overmode Level'', which is indicated by a circular meter around the player, increases constantly during Kakusei Overmode, and maxing out at level four, after which the player will acquire a blue &amp;quot;ghost&amp;quot; effect on their sprite.&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode Level increases faster when not shooting. A higher level causes bullets to move even faster during overmode, and the level will reset back to 1 when the player is hit.&lt;br /&gt;
&lt;br /&gt;
Lastly, a higher Kakusei Overmode Level will increase the number of gems dropped by enemies when not in overmode. More gems allows the opportunity for more usage of regular Kakusei mode, which players can use for both survival and scoring purposes.&lt;br /&gt;
&lt;br /&gt;
Playing the game while entirely in Kakusei Overmode is a popular challenge for the thrill-seeking player.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Gem.png|center]] || '''Gem''' &amp;lt;br&amp;gt;Increases your gem count for Kakusei mode and awards a small number of points. Destroying small enemies quickly and levelling up [[#Kakusei Overmode|Kakusei Overmode]] will grant marginally more gems. The player can carry a maximum of 500 gems, before enemies begin to drop gold ingots instead. Dropped by enemies while not in Kakusei mode.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Gold.png|center]] || '''Gold Ingot (various sizes)''' &amp;lt;br&amp;gt;Awards points. The more gold ingots are collected, the more points are granted for bullet cancels, up to 1000 ingots. Dropped by bullets cancelled during Kakusei mode, enemies while in Kakusei Overmode, and in place of gems when at the maximum gem amount of 500.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Power.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power. Dropped by certain enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Energy.png|center]] || '''Energy''' &amp;lt;br&amp;gt;Increases your barrier meter by 50%. Dropped by certain enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Extend.png|center]] || '''Extra Life''' &amp;lt;br&amp;gt;Grants an extra life. Obtained from destroying an orb at the end of the airship in stage 3 while in Kakusei mode. See [[#Hidden_Extend|Hidden Extend]]. Extra lives are also granted at 4,000,000 and 14,000,000 points, without an item.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Maxpower.png|center]] || '''Maximum Power''' &amp;lt;br&amp;gt;Grants maximum shot power. Dropped from the player upon losing their last life.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Hidden Extend=====&lt;br /&gt;
&lt;br /&gt;
[[File:Esgaluda Extend Location.png|200px|thumb|right|Destroy the orb (top of screen) in Kakusei mode for a hidden extend!]]&lt;br /&gt;
&lt;br /&gt;
Extends are granted at 4,000,000 and 14,000,000 points. However, an additional hidden extend can be found toward the end of stage 3. At the end of the airship portion of the stage, there is an orb on the ground. This orb can be damaged when the player is in Kakusei mode, and destroying it will drop an extra life item. Notably, the player must be in regular Kakusei mode, not Kakusei Overmode. Performing a barrier attack while in Kakusei mode will also damage the orb, which can be useful to destroy it quickly if the player doesn't have enough gems to remain in Kakusei mode for long enough to destroy it.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Points are awarded for many actions in ''Espgaluda'', including destroying enemies, shooting large enemies, picking up gems and gold, being in Kakusei Overmode, and having lives and barrier meter remaining after beating the game. However, the main source of points is ''bullet cancels'', performed by destroying enemies while in Kakusei Mode. This is because the value of the destroyed bullets has a multiplier applied to it, depending on how many bullets were destroyed over the course of a Kakusei session, and all cancelled bullets are converted into gold, awarding points that dwarf most other sources.&lt;br /&gt;
&lt;br /&gt;
=====Bullet Cancel Multiplier=====&lt;br /&gt;
&lt;br /&gt;
The bullet multiplier always starts at 1 when Kakusei mode is first initiated. Cancelling more bullets over the course of Kakusei mode will increase the multiplier by 1 for every bullet destroyed, up to a maximum of 100. Leaving Kakusei mode resets the multiplier, so staying in Kakusei mode to destroy as many bullets as possible is key to score.&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda bullet cancel.png|thumb|right|200px|The aftermath of a bullet cancel - each cancelled bullet is multiplied up to 100 times]]&lt;br /&gt;
&lt;br /&gt;
The multiplier is always increased by 1 for each bullet, even if they all come from the same enemy. So destroying an enemy that shot ten bullets will not have all bullets multiplied by ten, but instead the first bullet will be multiplied by one, the next by two, the next by three, and so on. The base value for a single cancelled bullet is 40 points. As a result, the following formulas represent the amount of points obtained by a bullet cancel:&lt;br /&gt;
&lt;br /&gt;
* '''Cumulative cancel points prior to 100 bullets:''' &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;40 (bullet value) * ( N (N+1) / 2 )&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
where ''N'' is the number of pre-100 bullets&lt;br /&gt;
&lt;br /&gt;
* '''Cumulative cancel points for bullets 100 and up:''' &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;40 (bullet value) * 100 (multiplier value) * N&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
where ''N'' is the number of post-100 bullets&lt;br /&gt;
&lt;br /&gt;
This is excluding the points gained from shooting down the enemies themselves, as well as the points from the gold ingots that the bullets are converted into. Gold ingot points are detailed at [[#Gold_Ingots|Gold Ingots]].&lt;br /&gt;
&lt;br /&gt;
=====Gold Ingots=====&lt;br /&gt;
&lt;br /&gt;
Cancelled bullets will be turned into gold ingots, as well as all gems collected past 500, and all gems collected during Kakusei Overmode. The point value of gold ingots varies based on how many gold ingots are currently collected, up until the maximum ingot count of 1000. Ingots will slowly drain during boss fights, and '''losing a life will cut the player's gold amount in half''', which can cause the value of obtained gold to drop in turn. The value of each gold ingot is represented by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Gold Ingot Count''' || '''Points Per Ingot Collected&lt;br /&gt;
|-&lt;br /&gt;
| 000-099 || 100 points&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 150 points&lt;br /&gt;
|-&lt;br /&gt;
| 200-299 || 200 points&lt;br /&gt;
|-&lt;br /&gt;
| 300-399 || 300 points&lt;br /&gt;
|-&lt;br /&gt;
| 400-499 || 350 points&lt;br /&gt;
|-&lt;br /&gt;
| 500-599 || 400 points&lt;br /&gt;
|-&lt;br /&gt;
| 600-699 || 600 points&lt;br /&gt;
|-&lt;br /&gt;
| 700-799 || 650 points&lt;br /&gt;
|-&lt;br /&gt;
| 800-899 || 700 points&lt;br /&gt;
|-&lt;br /&gt;
| 900-1000 || 900 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gold ingots will take on a different sprite depending on which ingot count bracket the player is in. Once ingots are on their way to the player, they will always retain whatever point value corresponds to their sprite - they will not provide higher value than their sprite shows or change to a higher value midair, even if the player passes over into a higher value ingot count bracket during their flight.&lt;br /&gt;
&lt;br /&gt;
=====Endgame Bonus=====&lt;br /&gt;
&lt;br /&gt;
Clearing the game can be a significant source of points. Endgame points are awarded for every life remaining, as well as the maximum number of lives held at any given time over the course of the game, the barrier gauge remaining, and the gold remaining. The point breakdown for each endgame bonus is as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Lives remaining:''' 1,000,000 points each (minimum 1,000,000 with one life remaining, max 6,000,000)&lt;br /&gt;
* '''Max lives held at once:''' 500,000 each (minimum 1,500,000 due to  lives at game start, max 3,000,000)&lt;br /&gt;
* '''Barrier remaining:''' 16,000 points per 1% (max 1,600,000)&lt;br /&gt;
* '''Gold remaining:''' 1,000 per piece (max 1,000,000)&lt;br /&gt;
&lt;br /&gt;
This gives a minimum possible endgame bonus of 2,500,000 points, and a maximum of 11,600,000 points.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Espgaluda/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====Survival=====&lt;br /&gt;
&lt;br /&gt;
For survival, Kakusei mode can be used to slow down enemy bullets and ease dodging, all while protecting the player with the automatic barrier attack. Because barrier is restored to 100% when a life is lost, players shouldn't be afraid to use their barrier to survive - using up all of your barrier before losing a life will maximize the amount of barrier available throughout a playthrough.&lt;br /&gt;
&lt;br /&gt;
=====Score=====&lt;br /&gt;
&lt;br /&gt;
For score, it is much better to have longer Kakusei sessions in which many bullets are cancelled, than cancelling the same number of bullets over multiple Kakusei sessions. This is because the bullet score multiplier resets upon exiting the mode, but will continue going up with each cancelled bullet over a single Kakusei session, even over multiple different bullet cancels. Due to enemy destruction consuming additional gems on top of the regular gem depletion in Kakusei mode, players playing for score should be careful not to destroy any unintended enemies. Good positioning, making the most out of every Kakusei mode through good timing, and bullet cancelling with as many bullets on screen as possible will put you well on your way to a good score!&lt;br /&gt;
&lt;br /&gt;
Playing on the  Player 2 side will also provide a very minor score advantage in the arcade release - see [[#Version_Differences|Version Differences]]&lt;br /&gt;
&lt;br /&gt;
Going for some degree of score is recommended, as extends are granted at 4,000,000 and 14,000,000 points.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to try and obtain the [[#Hidden_Extend|Hidden Extend]], by destroying the orb at the end of the stage 3 airship while in Kakusei mode.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Once upon a time in the kingdom of Shinra, there was a queen who passed down magical powers to her descendents, and a king, Jakou, who did not. In a period of rapidly advancing alchemical technology, Jakou became overcome with ambition, and sought to use alchemy to exploit the queen's powers to the fullest extent. He subjected his children, Ageha and Tateha, to a super-soldier program, known as Project Galuda. The queen, appalled by his actions, sealed herself and her essence away in spirit gems, but Jakou and his alchemists found a solution - to harness the stones to create a spirit engine, raise an army, and begin to conquer surrounding nations.&lt;br /&gt;
&lt;br /&gt;
Hiodoshi, an elderly alchemist who was key to Project Galuda, had a change of heart, and was moved into action. He took the king's children under his wing and fled, in hopes of giving them a chance at a normal life. Years passed, but Jakou's army eventually tracked them down. Hiodoshi refused to surrender. The soldiers, in response, mercilessly slaughtered him in the children's presence. Bearing witness to Hiodoshi's death, Ageha and Tateha's latent powers emerged. Wings sprouted from their backs, and the soldiers were destroyed instantly in a burst of energy. The siblings took flight, guided back toward Shinra by a mysterious force that neither of them understands. And this is where our story begins.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
Version differences between the arcade release and the Playstation 2 arcade mode are minimal. In the arcade release, the stage 3 midboss will spawn more bullets from its pod attack when the player is on the Player 2 side. The Playstation 2 version fixes this discrepancy by making both sides behave like Player 2.&lt;br /&gt;
&lt;br /&gt;
The Playstation 2 release also includes an [[arrange]] mode, with significantly more bullets, and playable characters from [[ESP Ra.De.|ESP Ra.De]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Espgaluda Poster.png|Arcade poster&lt;br /&gt;
Espgaluda PS2.png|Playstation 2 boxart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Shmups Forum Espgaluda strategy thread: https://shmups.system11.org/viewtopic.php?t=134&lt;br /&gt;
# Story information: http://www.hardcoregaming101.net/espgaluda/&lt;br /&gt;
# Initial article written by [[User:SLRmercury|SLRmercury]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Espgaluda]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Espgaluda&amp;diff=5931</id>
		<title>Espgaluda</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Espgaluda&amp;diff=5931"/>
		<updated>2020-12-11T22:27:45Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Considered by who?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #00cc99&lt;br /&gt;
|innerbordercolor = #aceeee&lt;br /&gt;
|title = Espgaluda&lt;br /&gt;
|background = #f8fff9&lt;br /&gt;
|image = Espgaluda Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Toshiaki Tomizawa &amp;lt;/br&amp;gt; Neptune &amp;lt;/br&amp;gt; Reeb &amp;lt;/br&amp;gt; T-FORCE&lt;br /&gt;
|program = Tsuneki Ikeda &amp;lt;/br&amp;gt; Takashi Ichimura&lt;br /&gt;
|art = Akira Wakabayashi &amp;lt;/br&amp;gt; Hiroyuki Tanaka &amp;lt;/br&amp;gt; Hideki Nomura &amp;lt;/br&amp;gt; Kengo Arai&lt;br /&gt;
|releasedate = '''Arcade''':  October 2003 &amp;lt;/br&amp;gt; '''PS2''': 2004&lt;br /&gt;
|previousgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
|nextgame = [[Mushihimesama]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Logo.png|center]]&lt;br /&gt;
'''Espgaluda''' (エスプガルーダ) is a vertical shoot-em-up released by [[CAVE]] in 2003, and the spiritual successor to [[ESP Ra.De.|ESP Ra.De]]. A departure from the military style present in most shooting games, ''Espgaluda'' is notable for its '''steampunk, fairy tale setting''', along with the player's ability to '''slow down enemy bullets''', which allows for survival as well as an '''open-ended, bullet cancel-based scoring system'''.&lt;br /&gt;
&lt;br /&gt;
''Espgaluda'' was ported to the Playstation 2 in 2004, and a sequel titled [[Espgaluda II]] was released in 2006.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Screenshot.png|thumb|right|250px|Typical ''Espgaluda'' gameplay]]&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Espgaluda'' is a four-button game with five stages, no loops, and two playable characters, the siblings '''Ageha''' and '''Tateha'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires standard shots&lt;br /&gt;
* '''A (Hold):''' Fires a focused laser shot, and slows the player down&lt;br /&gt;
* '''B:''' Activates and deactivates [[#Kakusei_Mode|Kakusei Mode]], allowing the player to change the speed of and cancel enemy bullets&lt;br /&gt;
* '''C (Press):''' Fires a limited-use barrier attack similar to a [[bomb]], dealing high damage and granting invincibility&lt;br /&gt;
* '''C (Hold and release):''' Charges up and releases a more powerful barrier attack&lt;br /&gt;
* '''D:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
Gameplay revolves around picking up gems which are dropped by enemies, then using the characters' psychic powers to enter [[#Kakusei_Mode|Kakusei Mode]], which consumes gems and slows down all onscreen bullets, and causes all bullets shot by an enemy to be destroyed when the enemy is destroyed - known as a [[bullet cancel]]. Points are awarded per destroyed bullet, with more points awarded for more bullets destroyed. This results in a gameplay loop of collecting gems, entering Kakusei mode and destroying as many bullets as possible, exiting the mode and repeating the process.&lt;br /&gt;
&lt;br /&gt;
=== Characters===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Ageha.png|center|100px]] || '''Ageha''' &amp;lt;br&amp;gt;The older sibling. Has a narrow shot which will also swivel in the direction of the player's movement, similar to the Type-B ship in the [[:Category:DonPachi series|''DonPachi'' Series]], a wider laser, and a faster movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Tateha.png|center|100px]] || '''Tateha''' &amp;lt;br&amp;gt;The younger sibling. Has a wide shot that covers a large area, a narrower laser, and a slower movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
=====Barrier Attacks=====&lt;br /&gt;
&lt;br /&gt;
Instead of a strict bomb counter, ''Espgaluda'' barrier attacks use a meter. Pressing the C button will activate a barrier attack and consume a quarter of the meter, but C can also be held to charge up a larger barrier attack. Charged barrier attacks will do more damage and grant additional invincibility during the chargeup time, but will consume barrier meter during the charge. Additionally, getting hit while in Kakusei mode will activate a barrier attack automatically, consuming half of the barrier meter and preventing the player from losing a life. Picking up an energy item will restore 50% of the barrier meter, and losing a life will restore the barrier meter to full.&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Kakusei.png|200px|thumb|right|During Kakusei Mode, enemy bullets turn pink and slow down significantly]]&lt;br /&gt;
&lt;br /&gt;
=====Kakusei Mode=====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Pressing the B button causes the player to enter ''Kakusei Mode''. In Kakusei mode, Ageha's laser becomes more powerful, at the expense of his main shot power - with the inverse taking place for Tateha. Additionally, '''getting hit will result in an automatic barrier attack''', consuming 50% of the barrier meter and preventing the player from losing a life.&lt;br /&gt;
&lt;br /&gt;
There are two types of Kakusei mode: one in which the player has gems, and one in which the player has no gems, called ''Kakusei Overmode''. Regular Kakusei mode causes the following additional effects:&lt;br /&gt;
&lt;br /&gt;
* All onscreen bullets turn pink and slow down significantly&lt;br /&gt;
* Certain enemies will shoot more bullets&lt;br /&gt;
* Destroying enemies will cause a bullet cancel - depleting the player's gem count, destroying the bullets they shot, awarding points, and converting the destroyed bullets into gold ingot items ''(for more details, see [[#Scoring|Scoring]])''&lt;br /&gt;
* Killing and destroying certain boss phases will cause a bullet cancel - indicated by a line in their health bar and an audio cue when almost at the cancel point.&lt;br /&gt;
&lt;br /&gt;
Using the bullet slowdown and destruction features of Kakusei mode is a recommended strategy when playing for survival, as slower bullets become easier to dodge, and the automatic barrier will protect the player in case they get hit.&lt;br /&gt;
&lt;br /&gt;
[[File:Kakusei Overmode.png|200px|thumb|right|In ''Kakusei Overmode'', all bullets turn red and increase in speed. The Kakusei Overmode Level increases as shown by the circular gauge around the player]]&lt;br /&gt;
&lt;br /&gt;
=====Kakusei Overmode=====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode is activated when the player enters Kakusei mode with no gems, or runs out of gems during regular Kakusei mode. Kakusei Overmode causes the following effects:&lt;br /&gt;
&lt;br /&gt;
* All onscreen bullets turn red, and speed up instead of slowing down&lt;br /&gt;
* Destroying enemies no longer causes bullet cancels&lt;br /&gt;
* Enemies drop gold ingots instead of green gems&lt;br /&gt;
* Points are awarded continuously over time&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode can be dangerous due to the increased bullet speed, but it also grants rewards. When in Kakusei Overmode, the player will constantly accumulate small amounts of points. The points accumulated are based on the player's ''Kakusei Overmode Level'', which is indicated by a circular meter around the player, increases constantly during Kakusei Overmode, and maxing out at level four, after which the player will acquire a blue &amp;quot;ghost&amp;quot; effect on their sprite.&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode Level increases faster when not shooting. A higher level causes bullets to move even faster during overmode, and the level will reset back to 1 when the player is hit.&lt;br /&gt;
&lt;br /&gt;
Lastly, a higher Kakusei Overmode Level will increase the number of gems dropped by enemies when not in overmode. More gems allows the opportunity for more usage of regular Kakusei mode, which players can use for both survival and scoring purposes.&lt;br /&gt;
&lt;br /&gt;
Playing the game while entirely in Kakusei Overmode is a popular challenge for the thrill-seeking player.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Gem.png|center]] || '''Gem''' &amp;lt;br&amp;gt;Increases your gem count for Kakusei mode and awards a small number of points. Destroying small enemies quickly and levelling up [[#Kakusei Overmode|Kakusei Overmode]] will grant marginally more gems. The player can carry a maximum of 500 gems, before enemies begin to drop gold ingots instead. Dropped by enemies while not in Kakusei mode.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Gold.png|center]] || '''Gold Ingot (various sizes)''' &amp;lt;br&amp;gt;Awards points. The more gold ingots are collected, the more points are granted for bullet cancels, up to 1000 ingots. Dropped by bullets cancelled during Kakusei mode, enemies while in Kakusei Overmode, and in place of gems when at the maximum gem amount of 500.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Power.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power. Dropped by certain enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Energy.png|center]] || '''Energy''' &amp;lt;br&amp;gt;Increases your barrier meter by 50%. Dropped by certain enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Extend.png|center]] || '''Extra Life''' &amp;lt;br&amp;gt;Grants an extra life. Obtained from destroying an orb at the end of the airship in stage 3 while in Kakusei mode. See [[#Hidden_Extend|Hidden Extend]]. Extra lives are also granted at 4,000,000 and 14,000,000 points, without an item.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Maxpower.png|center]] || '''Maximum Power''' &amp;lt;br&amp;gt;Grants maximum shot power. Dropped from the player upon losing their last life.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Hidden Extend=====&lt;br /&gt;
&lt;br /&gt;
[[File:Esgaluda Extend Location.png|200px|thumb|right|Destroy the orb (top of screen) in Kakusei mode for a hidden extend!]]&lt;br /&gt;
&lt;br /&gt;
Extends are granted at 4,000,000 and 14,000,000 points. However, an additional hidden extend can be found toward the end of stage 3. At the end of the airship portion of the stage, there is an orb on the ground. This orb can be damaged when the player is in Kakusei mode, and destroying it will drop an extra life item. Notably, the player must be in regular Kakusei mode, not Kakusei Overmode. Performing a barrier attack while in Kakusei mode will also damage the orb, which can be useful to destroy it quickly if the player doesn't have enough gems to remain in Kakusei mode for long enough to destroy it.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Points are awarded for many actions in ''Espgaluda'', including destroying enemies, shooting large enemies, picking up gems and gold, being in Kakusei Overmode, and having lives and barrier meter remaining after beating the game. However, the main source of points is ''bullet cancels'', performed by destroying enemies while in Kakusei Mode. This is because the value of the destroyed bullets has a multiplier applied to it, depending on how many bullets were destroyed over the course of a Kakusei session, and all cancelled bullets are converted into gold, awarding points that dwarf most other sources.&lt;br /&gt;
&lt;br /&gt;
=====Bullet Cancel Multiplier=====&lt;br /&gt;
&lt;br /&gt;
The bullet multiplier always starts at 1 when Kakusei mode is first initiated. Cancelling more bullets over the course of Kakusei mode will increase the multiplier by 1 for every bullet destroyed, up to a maximum of 100. Leaving Kakusei mode resets the multiplier, so staying in Kakusei mode to destroy as many bullets as possible is key to score.&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda bullet cancel.png|thumb|right|200px|The aftermath of a bullet cancel - each cancelled bullet is multiplied up to 100 times]]&lt;br /&gt;
&lt;br /&gt;
The multiplier is always increased by 1 for each bullet, even if they all come from the same enemy. So destroying an enemy that shot ten bullets will not have all bullets multiplied by ten, but instead the first bullet will be multiplied by one, the next by two, the next by three, and so on. The base value for a single cancelled bullet is 40 points. As a result, the following formulas represent the amount of points obtained by a bullet cancel:&lt;br /&gt;
&lt;br /&gt;
* '''Cumulative cancel points prior to 100 bullets:''' &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;40 (bullet value) * ( N (N+1) / 2 )&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
where ''N'' is the number of pre-100 bullets&lt;br /&gt;
&lt;br /&gt;
* '''Cumulative cancel points for bullets 100 and up:''' &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;40 (bullet value) * 100 (multiplier value) * N&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
where ''N'' is the number of post-100 bullets&lt;br /&gt;
&lt;br /&gt;
This is excluding the points gained from shooting down the enemies themselves, as well as the points from the gold ingots that the bullets are converted into. Gold ingot points are detailed at [[#Gold_Ingots|Gold Ingots]].&lt;br /&gt;
&lt;br /&gt;
=====Gold Ingots=====&lt;br /&gt;
&lt;br /&gt;
Cancelled bullets will be turned into gold ingots, as well as all gems collected past 500, and all gems collected during Kakusei Overmode. The point value of gold ingots varies based on how many gold ingots are currently collected, up until the maximum ingot count of 1000. Ingots will slowly drain during boss fights, and '''losing a life will cut the player's gold amount in half''', which can cause the value of obtained gold to drop in turn. The value of each gold ingot is represented by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Gold Ingot Count''' || '''Points Per Ingot Collected&lt;br /&gt;
|-&lt;br /&gt;
| 000-099 || 100 points&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 150 points&lt;br /&gt;
|-&lt;br /&gt;
| 200-299 || 200 points&lt;br /&gt;
|-&lt;br /&gt;
| 300-399 || 300 points&lt;br /&gt;
|-&lt;br /&gt;
| 400-499 || 350 points&lt;br /&gt;
|-&lt;br /&gt;
| 500-599 || 400 points&lt;br /&gt;
|-&lt;br /&gt;
| 600-699 || 600 points&lt;br /&gt;
|-&lt;br /&gt;
| 700-799 || 650 points&lt;br /&gt;
|-&lt;br /&gt;
| 800-899 || 700 points&lt;br /&gt;
|-&lt;br /&gt;
| 900-1000 || 900 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gold ingots will take on a different sprite depending on which ingot count bracket the player is in. Once ingots are on their way to the player, they will always retain whatever point value corresponds to their sprite - they will not provide higher value than their sprite shows or change to a higher value midair, even if the player passes over into a higher value ingot count bracket during their flight.&lt;br /&gt;
&lt;br /&gt;
=====Endgame Bonus=====&lt;br /&gt;
&lt;br /&gt;
Clearing the game can be a significant source of points. Endgame points are awarded for every life remaining, as well as the maximum number of lives held at any given time over the course of the game, the barrier gauge remaining, and the gold remaining. The point breakdown for each endgame bonus is as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Lives remaining:''' 1,000,000 points each (minimum 1,000,000 with one life remaining, max 6,000,000)&lt;br /&gt;
* '''Max lives held at once:''' 500,000 each (minimum 1,500,000 due to  lives at game start, max 3,000,000)&lt;br /&gt;
* '''Barrier remaining:''' 16,000 points per 1% (max 1,600,000)&lt;br /&gt;
* '''Gold remaining:''' 1,000 per piece (max 1,000,000)&lt;br /&gt;
&lt;br /&gt;
This gives a minimum possible endgame bonus of 2,500,000 points, and a maximum of 11,600,000 points.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Espgaluda/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ageha and Tateha are very well balanced for both survival and score, so playing your own personal preference is recommended.&lt;br /&gt;
&lt;br /&gt;
=====Survival=====&lt;br /&gt;
&lt;br /&gt;
For survival, Kakusei mode can be used to slow down enemy bullets and ease dodging, all while protecting the player with the automatic barrier attack. Because barrier is restored to 100% when a life is lost, players shouldn't be afraid to use their barrier to survive - using up all of your barrier before losing a life will maximize the amount of barrier available throughout a playthrough.&lt;br /&gt;
&lt;br /&gt;
=====Score=====&lt;br /&gt;
&lt;br /&gt;
For score, it is much better to have longer Kakusei sessions in which many bullets are cancelled, than cancelling the same number of bullets over multiple Kakusei sessions. This is because the bullet score multiplier resets upon exiting the mode, but will continue going up with each cancelled bullet over a single Kakusei session, even over multiple different bullet cancels. Due to enemy destruction consuming additional gems on top of the regular gem depletion in Kakusei mode, players playing for score should be careful not to destroy any unintended enemies. Good positioning, making the most out of every Kakusei mode through good timing, and bullet cancelling with as many bullets on screen as possible will put you well on your way to a good score!&lt;br /&gt;
&lt;br /&gt;
Playing on the  Player 2 side will also provide a very minor score advantage in the arcade release - see [[#Version_Differences|Version Differences]]&lt;br /&gt;
&lt;br /&gt;
Going for some degree of score is recommended, as extends are granted at 4,000,000 and 14,000,000 points.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to try and obtain the [[#Hidden_Extend|Hidden Extend]], by destroying the orb at the end of the stage 3 airship while in Kakusei mode.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Once upon a time in the kingdom of Shinra, there was a queen who passed down magical powers to her descendents, and a king, Jakou, who did not. In a period of rapidly advancing alchemical technology, Jakou became overcome with ambition, and sought to use alchemy to exploit the queen's powers to the fullest extent. He subjected his children, Ageha and Tateha, to a super-soldier program, known as Project Galuda. The queen, appalled by his actions, sealed herself and her essence away in spirit gems, but Jakou and his alchemists found a solution - to harness the stones to create a spirit engine, raise an army, and begin to conquer surrounding nations.&lt;br /&gt;
&lt;br /&gt;
Hiodoshi, an elderly alchemist who was key to Project Galuda, had a change of heart, and was moved into action. He took the king's children under his wing and fled, in hopes of giving them a chance at a normal life. Years passed, but Jakou's army eventually tracked them down. Hiodoshi refused to surrender. The soldiers, in response, mercilessly slaughtered him in the children's presence. Bearing witness to Hiodoshi's death, Ageha and Tateha's latent powers emerged. Wings sprouted from their backs, and the soldiers were destroyed instantly in a burst of energy. The siblings took flight, guided back toward Shinra by a mysterious force that neither of them understands. And this is where our story begins.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
Version differences between the arcade release and the Playstation 2 arcade mode are minimal. In the arcade release, the stage 3 midboss will spawn more bullets from its pod attack when the player is on the Player 2 side. The Playstation 2 version fixes this discrepancy by making both sides behave like Player 2.&lt;br /&gt;
&lt;br /&gt;
The Playstation 2 release also includes an [[arrange]] mode, with significantly more bullets, and playable characters from [[ESP Ra.De.|ESP Ra.De]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Espgaluda Poster.png|Arcade poster&lt;br /&gt;
Espgaluda PS2.png|Playstation 2 boxart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Shmups Forum Espgaluda strategy thread: https://shmups.system11.org/viewtopic.php?t=134&lt;br /&gt;
# Story information: http://www.hardcoregaming101.net/espgaluda/&lt;br /&gt;
# Initial article written by [[User:SLRmercury|SLRmercury]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Espgaluda]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Ketsui:_Kizuna_Jigoku_Tachi&amp;diff=5930</id>
		<title>Ketsui: Kizuna Jigoku Tachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Ketsui:_Kizuna_Jigoku_Tachi&amp;diff=5930"/>
		<updated>2020-12-11T22:16:18Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Strategy */ Recommended by who?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ketsui: Kizuna Jigoku Tachi ==&lt;br /&gt;
[[File:Logo Ketsui.png|130px|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot Ket 001.png|thumb|150px|left]]&lt;br /&gt;
'''''Ketsui: Kizuna Jigoku Tachi''''' is a [[bullet hell]] [[shooting game|shoot-em-up]] developed by [[CAVE]] in 2002. Its primary defining gameplay attributes are its '''highly complex bullet patterns''', its '''proximity-based chip scoring system''', and the '''lock-on focus shot''' utilized by the player ships, ''Tiger Schwert'' and ''Panzer Jäger''. It was developed alongside ''[[DoDonPachi Dai-Ou-Jou]]'' and runs on the same engine, as well as utilizing many of the same sound effects and explosion graphics. Both games are also notable for the switch to pre-rendered 3D models as sprites, giving the games a distinctive (and grittier) look compared to the studio's previous works, ''[[DonPachi]]'' and ''[[DoDonPachi]]''. The story involves a group of young men who are sent on a secret &amp;quot;suicide mission&amp;quot; to destroy the EVAC Industry, an arms dealer who is developing a series of extremely dangerous weapons of mass destruction.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ketsui Gameplay Screenshot.png|thumb|right|Typical ''Ketsui'' gameplay]]&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' is a three-button game with two playable ships and five levels. Completing all five levels under certain conditions will trigger a second [[loop]] of the game, of which there are two variations - with one ending in fighting the [[True Last Boss]], [[Evaccaneer DOOM]]. The scoring system involves destroying enemies up close with the '''Shot''' to increase a multiplier, and then &amp;quot;cashing out&amp;quot; that multiplier by destroying enemies with the '''Lock-Shot''', awarding points based on the multiplier times the point value of the enemy killed.&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires standard shots from the ship and [[options]]&lt;br /&gt;
* '''A (Hold):''' Slows the ship down, fires a laser from the main ship and a lock-on shot from its options&lt;br /&gt;
* '''B:''' Fires a limited-use [[bomb]], which does large amounts of damage and makes the ship invincible for some time&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' contains two playable ships, Tiger Schwert and Panzer Jäger. Tiger Schwert has a wide shot, locks onto enemies faster, and has a slower movement speed. Panzer Jäger has a straight shot, locks onto enemies slower, and has a faster movement speed. Both ships have the same [[hitbox]] size. &lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' uses lives to measure player health, and starts the player at two lives. On default settings, an extra life is granted once at 20,000,000 points, and again at 45,000,000 points. Specific strategies also grant the player additional extra lives ''(see [[#Hidden_Extends|Hidden Extends]])''&lt;br /&gt;
&lt;br /&gt;
The player starts off with three bombs at the beginning of each life. Additional bombs are granted by killing specific enemies.&lt;br /&gt;
&lt;br /&gt;
The player is given three bombs after respawning from death, regardless of how many bombs they had before. Those playing for pure survival are advised to use a bomb if they feel death is unavoidable, in order to maximize how many bombs will be available to them throughout their playthrough.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' has four different types of items: '''power up items''' which increase the strength of the player's shot, '''bomb items''' which grant the player an additional bomb, '''1up items''' which grant the player an extra life, and '''chips''' which increase the scoring multiplier.&lt;br /&gt;
&lt;br /&gt;
''(pictures of the items)''&lt;br /&gt;
&lt;br /&gt;
===Scoring System===&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Ketsui:_Kizuna_Jigoku_Tachi/Guides#Goal:_High_score|High Score Guide]]''&lt;br /&gt;
&lt;br /&gt;
''WARNING! The scoring system works differently during the second loop! see [[Ketsui:_Kizuna_Jigoku_Tachi/Guides#Second_Loop_Scoring|Second Loop Scoring]]''&lt;br /&gt;
&lt;br /&gt;
[[File:Ketsui scoring hud.png|thumb|Scoring HUD.&amp;lt;br&amp;gt;'''Top:''' Boss multiplier&amp;lt;br&amp;gt;'''Middle:''' Enemy multiplier&amp;lt;br&amp;gt;'''Bottom:''' Countdown chip value and time]]&lt;br /&gt;
&lt;br /&gt;
Killing enemies awards points. There are two multipliers that can increase the amount of points given, known as the '''boss multiplier''' and the '''enemy multiplier'''. The boss multiplier is equal to the value of all chips picked up during the stage, and is used when killing the boss, and the enemy multiplier is used when killing enemies with the lock-on shot.&lt;br /&gt;
&lt;br /&gt;
Maximizing the amount of high-value chips you pick up is the key to increasing your multiplier. Killing enemies up close with the standard shot awards higher value chips - up to five, depending on distance. After this, a brief countdown is initiated, shown under the multipliers. During this countdown, killing enemies with the lock-on shot will also award chips, of the same value, regardless of distance, until the countdown runs out.&lt;br /&gt;
&lt;br /&gt;
This cycle - killing with the standard shot to start a countdown, killing enemies with the lock-on shot to cash out the multiplier and gain more chips, and repeating once the countdown runs out - is the primary building block of ''Ketsui's'' scoring system.&lt;br /&gt;
&lt;br /&gt;
====Stage Completion Points====&lt;br /&gt;
&lt;br /&gt;
At the end of each stage, the boss multiplier is used to award additional points based on the number of bombs and lives remaining. Each life (including the current life) grants five hundred points times the boss multiplier, and each bomb grants fifty points times the boss multiplier.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[[File:Hitboxes Ketsui Scan.png|thumb|left|Hitbox sizes for the Tiger Schwert and Panzer Jäger, as provided by Ketsui's DS port.]]&lt;br /&gt;
&lt;br /&gt;
====Hitboxes====&lt;br /&gt;
The player's hitbox is 2 pixels wide and 3 pixels tall (4x6 on hardware, due to the rectangular pixels of the PGM). Despite there being several different bullet types in the game, '''all bullet hitboxes are in fact just a single point, with no thickness at all''' - the player is hit when the point falls inside their ship's hitbox.&lt;br /&gt;
&lt;br /&gt;
In the second loop of the game, the player's horizontal hitbox is shrunk by ''half a pixel''.&lt;br /&gt;
&lt;br /&gt;
====Empty Locking====&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Ketsui:_Kizuna_Jigoku_Tachi/Techniques#Empty_Locking|Empty Locking]]''&lt;br /&gt;
&lt;br /&gt;
Killing enemies with the standard shot grants chip items and starts a countdown, and killing with the lock-on shot during countdown grants additional chips on top of cashing out the multiplier for the enemy killed. However, '''the chips granted when lock-on killing enemies in countdown are not spawned by killing the enemy itself. They're instead spawned from the ''explosions'' after the enemy is killed.''' This means that recieving the lock-on chips from an exploding enemy does not necessarily require that the enemy was killed with the lock-on shot.&lt;br /&gt;
&lt;br /&gt;
By killing an enemy with the standard shot to start a countdown, and timing a switch to the lock-on shot so it's active by the time the enemy is exploding, the game will grant the chips for standard-killing the enemy, and ''also'' grant the lock-on chips during the enemy's explosion.&lt;br /&gt;
&lt;br /&gt;
'''Switching to the lock-on shot to gain additional chips during an enemy explosion, without actually killing it with the lock-on shot, is known as ''empty locking''.'''&lt;br /&gt;
&lt;br /&gt;
Empty locking allows the player to gain more chips from enemies than would otherwise be possible, at the cost of not cashing out the multiplier on the empty locked enemy, since the enemy is not killed with the lock-on shot. '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Second Loop====&lt;br /&gt;
&lt;br /&gt;
Following in the footsteps of the previous releases by CAVE, completing all five levels under certain conditions will trigger a second [[loop]] of the game. There are two variations of the second loop, called the '''Omote''' loop and the '''Ura''' loop. During the second loop, the scoring system entirely changes and requires different play strategies in order to maximize your scoring potential. ''(See [[Ketsui:_Kizuna_Jigoku_Tachi/Guides#Second_Loop_Scoring|Second Loop Scoring]] for more information.)'' Reaching the Ura loop is the only way to fight [[Evaccaneer DOOM]] at the end of the game, otherwise the game will end after destroying Evaccaneer in Stage 2-5.&lt;br /&gt;
&lt;br /&gt;
'''Omote Loop''' &lt;br /&gt;
&lt;br /&gt;
* Beat the game with '''no continues'''&lt;br /&gt;
* Sum of deaths + bombs used is less than or equal to '''6'''&lt;br /&gt;
&lt;br /&gt;
'''Ura Loop'''&lt;br /&gt;
&lt;br /&gt;
* Beat the game with '''no continues'''&lt;br /&gt;
* ''[[No-Miss]]'' and '''No-Bomb''' the first loop&lt;br /&gt;
* Earn at least '''120,000,000pts''' before defeating Evaccaneer at the end of Stage 1-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ketsui extend stage3.png|thumb|right|Recommended shooting order for the stage 3 midboss extend]]&lt;br /&gt;
&lt;br /&gt;
====Hidden Extends====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Stage 3=====&lt;br /&gt;
'''Destroying all pieces of the midboss''' battleship before killing it will grant a 1up item. &lt;br /&gt;
&lt;br /&gt;
Note that the turret that shoots pink bullets in a circular pattern ('''18''', right) will destroy all of the other pieces on death, so saving it until last is recommended. &lt;br /&gt;
&lt;br /&gt;
All pieces must be manually shot down by the player in order for the requirement to be satisfied.&lt;br /&gt;
&lt;br /&gt;
=====Stage 5=====&lt;br /&gt;
( tbd )&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info and diagrams provided by [[User:SLRmercury|SLRmercury]]&lt;br /&gt;
# Some information verification provided by semenfairy&lt;br /&gt;
# Hitbox image from ''Ketsui Death Label'' (DS) provided by Plasmo&lt;br /&gt;
# Information on player and enemy bullet hitboxes (acquired via reverse-engineering) provided by Enrico Pozzobon / Olifante | https://gitlab.com/epozzobon/ketsui-re/&lt;br /&gt;
# Minor information provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ZeroRanger&amp;diff=5929</id>
		<title>ZeroRanger</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ZeroRanger&amp;diff=5929"/>
		<updated>2020-12-11T22:05:29Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Story and Themes */ ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ZR_Logo.png|200px|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #008080&lt;br /&gt;
|innerbordercolor = #004f4d&lt;br /&gt;
|title = ZeroRanger&lt;br /&gt;
|background = #ffbc79&lt;br /&gt;
|image = ZR Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer =  SystemErasure&lt;br /&gt;
|music = eebrozgi&amp;lt;br&amp;gt;Qwesta&lt;br /&gt;
|art = ebboshidori&lt;br /&gt;
|releasedate = October 2018&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''ZeroRanger''''' is a vertically scrolling [[shoot'em up]] developed and published by SystemErasure released on Steam and itch.io in 2018. A new game mode called White Vanilla was added in 2020, along with the official soundtrack. The game is notable for its unique color pallet, and for being densely packed with references to other shooters and anime. A demo that serves as a prologue to the story can be found on the developer's website.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''ZeroRanger''' uses 3 buttons by default. An optional Slow and Auto-fire 3 can be set in the options menu if the player desires. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
*'''Z:''' Fire 1 (Main Weapon).&lt;br /&gt;
*'''X:''' Fire 2 (Back/Side Shot).&lt;br /&gt;
*'''C:''' Fire 3 (Charge/Lock-on).&lt;br /&gt;
*'''Fire 1+2+3:''' Alternates between Fighter and ZeroRanger Mode.&lt;br /&gt;
&lt;br /&gt;
=== Characters/Weapons ===&lt;br /&gt;
There are two playable ships: Type-B &amp;quot;Rybb&amp;quot; and Type-C &amp;quot;Decker&amp;quot; both share the same weaponry, but with unique properties depending on the chosen ship. After the first boss, the player can choose which weapon they wish to collect. It's possible to collect none at all by destroying the Power-Ups or simply letting the time run out. However, doing so will lock you into the Fake Ending. Both ships can also transform into a Mecha after collecting the Power-Up from the boss in Stage 3. In this mode, they only have access to either the Drill or Sword weapon, depending on what the player chooses to collect. '''Charge, Lock-on, and Type-B's Sword can only be Auto-fired by mapping the Auto-fire 3 button'''.&lt;br /&gt;
&lt;br /&gt;
Both ships have a passive shield to protect against '''collision damage'''. The shield can absorb three hits. On the fourth, damage will be sustained and a life will be lost. The shield does recharge after not receiving damage for a moment. Upon losing a life, the player craft will be momentary stunned, but immune to further hits. If the player double taps a direction, they can perform a dash in that direction at the cost of the remaining period of invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; |'''Weapon'''&lt;br /&gt;
! style=&amp;quot;width:45%;&amp;quot; |'''Type-B'''&lt;br /&gt;
! style=&amp;quot;width:45%;&amp;quot; |'''Type-C'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Main Shot''' &lt;br /&gt;
| Wide forward shot. Must point-blank for maximum damage.&lt;br /&gt;
| Narrow forward shot. Always does full damage but requires precise aiming. Resembles the main shot in ''Ikaruga''.&lt;br /&gt;
|-&lt;br /&gt;
| '''Back Shot''' &lt;br /&gt;
| A flamethrower that pierces targets. Sticks to the borders of the screen for just a second before disappearing.&lt;br /&gt;
| Fires a stream of bullets backwards, with powerful afterburners to the sides. A weak forward fire is also included. Point-blank for maximum damage. Resembles the back shot in ''Radiant Silvergun''.&lt;br /&gt;
|-&lt;br /&gt;
| '''Side Shot'''&lt;br /&gt;
| A lightning pillar fired directly to the side and at a 45-degree angle on both sides of the ship. Does continuous damage.&lt;br /&gt;
| Fires bullets at the same angle as Type-B's. They are slower but much more powerful.&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock-on'''&lt;br /&gt;
| Creates a lock-on reticle around the ship that can lock up to 8 targets. Release the button to fire. If tapped, it will quickly lock and fire at the nearest enemy. Can hit background enemies.&lt;br /&gt;
| Same as Type-B's, but the reticle appears a set distance in front of the ship.&lt;br /&gt;
|-&lt;br /&gt;
| '''Charge Shot'''&lt;br /&gt;
| Fires a piercing plasma ball. If charged, it creates a field around the ship that absorbs bullets and contact damage. If too much damage is absorbed, the ship will be unable to fire the Charge Shot for a while. At max charge, the shot will linger on screen as a big fireball for a while. Resembles the Charge Shot in ''Recca'92''. A hidden, extremely powerful variant can be used if the charge is held for a full minute.&lt;br /&gt;
| Also fires a piecing plasma ball. Charging it creates a small plasma shot directly in front of the ship, that can absorb a limitless number of shots and does damage on contact. The hidden variant is also present as works the same way as Type-B's.&lt;br /&gt;
|-&lt;br /&gt;
| '''Sword'''&lt;br /&gt;
| Tapping the button will unleash a single sword slash with high damage. Holding the button will charge a more powerful slash. A low charge does more damage and reflects bullets. At max charge, Type-B unleashes a flurry of slashes that besides reflecting bullets, also fire short range projectiles.&lt;br /&gt;
| Tapping the button result in a single slash that can reflect bullets. Tapping at the right rhythm will unleash a 3-hit combo. The third attack will hit multiple times. Mashing or holding the button will do a continuous sword swing, but with less range and no bullet reflection.&lt;br /&gt;
|-&lt;br /&gt;
| '''Drill'''&lt;br /&gt;
| Holding the button will unleash a big drill that can gather debris from hitting enemies. It slows down big bullets and outright destroy weaker ones. The debris circle around the ship, further shielding Type-B from enemies and bullets.&lt;br /&gt;
| Holding it unleashes a small drill that grows in size and damage as it hit enemies. Otherwise, it's the same as Type-B's drill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
ZeroRanger only has two types of items. The first is the '''SE-Bonus''' (System Erasure). They're point caches present in every stage, and are uncovered when certain conditions are met. The first bonus collected in each stage is worth 1000 points, with each subsequent Bonus being worth double the last. There are 3 in every stage of Green Orange mode except for the last one. In White Vanilla mode they're much more abundant, and thus their value is tweaked slightly: the first is worth 222 points and each subsequent Bonus is worth 222 more than the last.&lt;br /&gt;
&lt;br /&gt;
The other item is a Life Up that awards an extra life. Like SE Bonuses, these can be uncovered by fulfilling certain conditions. The maximum number of lives you can have is eight.&lt;br /&gt;
&lt;br /&gt;
=== Extends ===&lt;br /&gt;
Extends are rewarded fairly frequently in ZeroRanger. The less lives a player has, the easier it is to earn an extent. This is indicated in the score on the top-left corner of the screen: as you earn points, the numbers will turn into a paler shade of orange. An extra life is awarded when the score turns fully pale, then it turns back to regular orange and the process repeats. This makes for a fairly forgiving game for beginners, while also encouraging scoring.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
ZeroRanger has a second loop that you access automatically for story reasons, no special conditions required. Loop 2 levels offer new secrets, new bosses, and the chance to change your first two weapons if you so desire. Please note that to access stage 2-4, you'll need to show the miniboss of 2-3 the ZeroRanger form, triggering a new boss and allowing you to finish the game.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Both game modes in ZeroRanger have their unique spin on the game's scoring mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Green Orange ===&lt;br /&gt;
Base game mode. Scoring in Green Orange revolves around a multiplier that can be found in the top-right corner of the screen. The multiplier increases as enemies are destroyed—the bigger the enemy, the bigger the increase—and it can be maintained by hitting enemies, absorbing bullets with Charge Shot, or locking-on to enemies. Not attacking for a long period of time causes it to rapidly decrease. In Fighter form, the multiplier caps at 6.4x. In Mech form, it can be &amp;quot;overloaded&amp;quot; to a max of 12.8x, but it will decrease much faster. Note that you do not need to stay in Mech form to maintain the &amp;quot;overloaded&amp;quot; multiplier, but you cannot increase it past 6.4x in Fighter Form either.&lt;br /&gt;
&lt;br /&gt;
During minor bosses (those without a health bar), your multiplier stays in effect, and the text &amp;quot;BOSS BREAK&amp;quot; will appear to indicate that. During major bosses, the multiplier is replaced with a timer. Destroying the boss before it hits 0 will reward you a Time Bonus (the value is &amp;quot;remaining seconds x 100&amp;quot;). Additionally, failing to destroy a boss before it hits 0 will more often than not have the boss flee, leaving behind only a single power-up. Ending a stage with extra lives will award 1,000 points per life. If 8 lives are in stock, the bonus will be of 8,888 instead of 8,000. There's also an overkill mechanic present in both modes: you can continue to shoot certain enemies for an extra few points.&lt;br /&gt;
&lt;br /&gt;
Overall, the general strategy for Green Orange can be summarized like this:&lt;br /&gt;
*Max out the multiplier as fast as you can and keep it from decreasing.&lt;br /&gt;
*Every stage has certain moments where there will be very few enemies on screen. In these cases, you'll want to slowly shave away their health instead of destroying them. This will keep the multiplier high.&lt;br /&gt;
*Look for SE Bonuses. Their location and conditions are fixed. Memorizing and incorporating them into your route can make all the difference.&lt;br /&gt;
*Speed-killing in encouraged. Completing sections fast will cause golden enemies to appear, and those are worth more points than regular ones.&lt;br /&gt;
&lt;br /&gt;
=== White Vanilla ===&lt;br /&gt;
Score Attack mode. This mode consists of a remix of various segments from every stage in the game. On a fresh install, it has to be unlocked by reaching a Game Over in Green Orange for the first time. In White Vanilla, the Multiplier is fixed, increasing based on how well the player performs during each segment. After each segment is completed, the player will be given a grade on three criteria: '''Hits''', '''Time''', and '''Destruction'''. All criteria are ranked individually. The higher the grade, the more the Multiplier increases. Grades go from E (0.5x increase) to Z (1.0x increase). The Multiplier maxes at 16x in this mode and resets back to 1x at the start of the next stage. Between stages, there are bonus levels for increased score. The player cannot lose lives in these levels, but they automatically end if a single hit is taken.&lt;br /&gt;
&lt;br /&gt;
Players are limited to a maximum of five continues in White Vanilla. The Ex-Boss can only be fought if no continues are used.&lt;br /&gt;
&lt;br /&gt;
General Strategy:&lt;br /&gt;
*Speed-killing is king. Not only does this contribute to your Destruction Rank, completing sections early makes the screen scroll faster. This is key to obtain the Speed Zone achievement in the final segment of Stage 4.&lt;br /&gt;
*Some segments have been altered slightly. Don't expect exactly the same things from Green Orange.&lt;br /&gt;
*The Ex-Boss uses the scoring mechanics from Green Orange, and this is the only place where milking is feasible. For every other section, the Time Bonus vastly overshadows any milking. Dying to this boss still counts as a clear.&lt;br /&gt;
&lt;br /&gt;
== Story and Themes ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# https://zeroranger.miraheze.org/wiki/Main_Page&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu&amp;diff=5928</id>
		<title>DoDonPachi DaiFukkatsu</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu&amp;diff=5928"/>
		<updated>2020-12-11T22:03:23Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Summary */ Who's doing the recommending?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:DFK title.png|400px|left]]&lt;br /&gt;
[[DoDonPachi DaiFukkatsu |DoDonPachi Dai-Fukkatsu]] &amp;lt;small&amp;gt;(JP: 怒首領蜂 大復活, abbreviation: '''DFK''', localized in the West as '''''DoDonPachi Resurrection''''')&amp;lt;/small&amp;gt; is the fifth game developed in the ''[[:Category:DonPachi series|DonPachi series]]'' of games, the fourth developed by [[CAVE]]. Released in 2008, it was originally intended to be the final entry in the ''DonPachi'' series of games, until the development and release of ''[[DoDonPachi SaiDaiOuJou]]'' in 2012. There are two major revisions of DFK ('''Ver 1.0''' and '''Ver 1.5'''), as well as ''DoDonPachi Dai-Fukkatsu Black Label'' ('''DFK BL'''), a major expansion on the original release of DFK. DFK has seen a number of ports to other platforms compared to other CAVE releases, as it's been released on Arcade, Xbox 360, Microsoft Windows, iOS, and Android. There are also several [[Arrange]] modes of the game, which are all included in the Xbox 360 and Microsoft Windows ports of the game.&lt;br /&gt;
&lt;br /&gt;
DFK is known as a highly mechanically dense game, with two of its major defining mechanics being the '''bullet-canceling [[Hyper system|Hyper Counter]] system''', and '''enemy lasers that can be pushed back by your own'''. There are three ships available in the game; '''Type-A''', '''B''' and '''C''', as well as three different &amp;quot;Styles&amp;quot; to choose from; '''Bomb''', '''Power''', or '''Strong'''. The ship types are similar to ''[[DoDonPachi]]'', with A having a strong straight shot, B a shot following your movement direction, and C a weaker wide shot. Strong Style is the most beginner-friendly style, playing like a traditional DDP game and having the strongest laser. Power introduces a Normal/Boost shot mechanic and in the Boost mode has the strongest shot attack in the game with decreased movement speed. Bomb is simply a weaker version of Strong.&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
The first release, '''''DoDonPachi Dai-Fukkatsu Ver 1.0''''', was released in arcades in 2008. A few months later, Ver 1.0 would see a recall due to several major bugs, [[safespots]], game balance issues, and a [[counter-stop]] present in the game, and would be followed up with '''''DoDonPachi Dai-Fukkatsu Ver 1.5''''', which fixed all of these issues and rebalanced several aspects of the game. Due to these issues, Ver 1.0 is not recommended for serious scoring, and is mostly played as a novelty; effectively rendered obsolete by 1.5.&lt;br /&gt;
&lt;br /&gt;
Two years later, DFK would see another Great Resurrection in the form of '''''DoDonPachi Dai-Fukkatsu Black Label''''', a major re-mixing of ''Dai-Fukkatsu'' with tons of brand new mechanics, the most prominent and noticable being a &amp;quot;custom&amp;quot; rank system that fluctuated in real time with player actions, and additional bullet canceling mechanics. All the ships gain the ability to fire the laser and part of the shot at the same time providing very heavy firepower at the cost of movement speed. The version also ends the tradition of including a second loop. Instead, picking the Strong style lets you play the game at the second loop difficulty. Due to the major differences between 1.5 and BL, the two are considered to be separate games entirely.&lt;br /&gt;
&lt;br /&gt;
With the release of '''''DoDonPachi Resurrection''''' on the Xbox 360 and Windows platforms, came even more modes. '''''DoDonPachi Dai-Fukkatsu Ver 1.51''''', a revision of 1.5 with arranged scoring mechanics, was a limited version of DFK, previously only available at '''Cave Matsuri 2010''', but was included in the Windows version of ''DoDonPachi Resurrection'' (available as DLC for the Xbox 360 version). There are also three arrange modes -- '''''Arrange L''''' (Arrange A), '''''Arrange B''''', and '''''Black Label Arrange''''' -- included with this release. Finally, ''Resurrection'' includes a Novice mode for 1.5 and BL -- featuring more forgiving chaining, less bullets, and bee items that don't have to be uncovered -- to allow newer and less experienced players to ease themselves in and learn the many complex mechanics in the game. The game also features updated, higher definition visuals.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Overview ===&lt;br /&gt;
&amp;lt;small&amp;gt;''Due to the many differences between the several versions of DFK, each different version and arrange mode of DFK will be receiving its own individual page, which you can find after the section below. This section will only contain information that is relevant to all releases of DFK.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exception of Ver1.51 and Arrange B, ''DoDonPachi Dai-Fukkatsu'' is a four-button shooting game.&lt;br /&gt;
* '''A (Press):''' Fires standard shots from the player's ship and their options&lt;br /&gt;
* '''A (Hold):''' Fires the traditional ''DonPachi'' laser, which deals concentrated damage to enemies and objects in its path, and can push back weaker enemy Lasers&lt;br /&gt;
* '''B:''' Releases a Bomb, as long as you have one in stock (Bomb/Strong Style) OR switches your ship between Normal shot and Boost shot (Power Style only) &lt;br /&gt;
* '''C:''' Auto-Fire for the standard A shot&lt;br /&gt;
* '''D:''' Activates the ship's ''Hyper Counter'', granting the player beefed up firepower and the ability to cancel bullets with their Shot and deflect huge enemy lasers with the Laser (requires a 100% full Hyper Gauge)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Chaining'''&lt;br /&gt;
&lt;br /&gt;
Much like the games before it, DFK utilizes a scoring system that is centered around '''chaining hits''' with your Shot and Laser weapons. When you destroy enemies, you fill up a '''GP Meter''', which automatically depletes when enemies are not being destroyed. &lt;br /&gt;
You can prevent chain drops either by '''training your Laser on enemies''' (where the meter will stall at around 5-10% as long as you are hitting with your Laser), or by '''activating Hyper Counter''', which fills the GP Meter back to 100%. If the gauge fully empties, your hit chain is &amp;quot;dropped&amp;quot;, and starts back at 0 Hits. Note that your GP Meter will also fill back up to the top when Hyper Counter mode ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bullet-Canceling Hyper Counter System'''&lt;br /&gt;
&lt;br /&gt;
DFK includes a brand-new bullet canceling mechanic in the form of its Hyper Counter System. By dealing damage to enemies and collecting green / white bees, you fill up a '''Hyper Meter''' that can be activated with the D button when your meter is 100% full. Activating the Hyper Counter grants the player the ability to '''cancel bullets''' on-screen with their A shot / C auto-fire, racking up huge amounts of Hits and wiping the screen clear of danger. Depending on the ship and mode you play, canceling bullets with your Shot will also turn them into Small Stars, each Star being worth 1/10 of the value of your current Hit chain. &lt;br /&gt;
&lt;br /&gt;
The player's Laser weapon also gets a massive boost with Hyper Counter active, allowing them to repel huge enemy lasers (which can normally only be done with a Strong Style ship). Repelling enemy lasers while in Hyper Counter will also rapidly increase the rate at which the player earns more Hits for their chain. [[Point-blank]]ing enemies and the base of enemy lasers will also rapidly increase the player's Hyper Meter, allowing them to quickly recharge their meter to 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hidden Bee Items'''&lt;br /&gt;
&lt;br /&gt;
Much like the games before it, DFK includes bee items that are uncovered using your Laser. Unique to DFK, bee items come in three varieties:&lt;br /&gt;
* '''Gold''': Awards the player points, multiplied on the amount of bee items collected in the stage.&lt;br /&gt;
* '''Green''': Adds about 25% Hyper Meter to the Hyper Gauge.&lt;br /&gt;
* '''White / Flashing''': Rewards both green and gold bee bonuses to the player. Freshly revealed bees will also flash white.&lt;br /&gt;
&lt;br /&gt;
Collecting bee items is an integral part of accessing both types of &amp;quot;second [[loop]]s&amp;quot; in the game ('''Omote''' and '''Ura'''). &lt;br /&gt;
&lt;br /&gt;
In ''Black Label'', hidden bee items also cancel all bullets on-screen and converts them into Star items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ura Route &amp;amp; Second Loop'''&lt;br /&gt;
&lt;br /&gt;
DFK includes two different &amp;quot;routes&amp;quot; of the game, which include different mini-bosses as well as slightly different stage progression and enemy layouts; the '''Omote (Standard) Route''' and the '''Ura (Hidden) Route'''. The Omote Route is the default route of the game, which has you fighting the DFK mini-bosses, whereas the Ura Route sends you on different paths to fight different mini-bosses in each stage, represented by the original bosses from ''[[DoDonPachi]]''. &lt;br /&gt;
&lt;br /&gt;
You can access the hidden route during stage 1, by destroying three specific silos before they are run over by the tanks at the beginning of the stage. If you perform this correctly, you'll be sent to a different stage path and fight the first ''DoDonPachi'' boss, and you will stay on this route unless you die (dying at a boss is OK), time out an Ura mini-boss, OR fail to collect every bee in the stage. The hidden Ura route has additional bee items as well as a higher scoring potential in most cases. If you are knocked out of the Ura route, you can get back on it by '''collecting every bee on the next stage'''. (In ''Black Label'', Power Style ships will always be sent on the Ura route of the game, even if they don't destroy the silos before the tanks do.) &lt;br /&gt;
&lt;br /&gt;
There are two [[loop]]s to access in DFK, the Omote and Ura loop. Omote is a standard second loop that takes you through harder versions of the five stages of DFK, facing off against the standard mini-bosses on the Omote Route of the game, with the Last Boss, Golden Disaster, waiting for you at the end. Ura is an even harder second loop with more aggressive enemies, and has you face off against the &amp;quot;Ura route&amp;quot; mini-bosses, ending in an encounter with both [[Taisabachi|Golden Disaster]] and the [[True Last Boss]], [[Hibachi]].&lt;br /&gt;
&lt;br /&gt;
To reach the different two loops, you must accomplish the following:&lt;br /&gt;
* '''Omote''': Collect 35 bee items, '''OR''' don't die more than once (Power) + avoid using more than two bombs (Bomb/Strong)&lt;br /&gt;
* '''Ura''': Collect all 45 bee items '''AND''' don't die more than once (Power) + avoid using more than two bombs (Bomb/Strong)&lt;br /&gt;
&lt;br /&gt;
== Ver 1.0 ==&lt;br /&gt;
'''Ver1.0''' of DFK is the original release issued to arcades. It did not include the Type-B ship or Strong Style by default, each one requiring a different code to enter in order to unlock on the PCB. It is known for having several bugs and a particular [[safespot]] in the fight against Hibachi, as well as a [[counter-stop]]. It is mostly obsolete, and superseded by ''1.5''. 1.0 is not included in any of the ports of DFK.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;small&amp;gt;(Contrary to info online, it is not possible to unlock either the Type-B ship or Strong Style by 1CCing the game.)&amp;lt;/small&amp;gt;'' &lt;br /&gt;
&lt;br /&gt;
''Full details: [[DoDonPachi DaiFukkatsu Ver1.0]]''&lt;br /&gt;
&lt;br /&gt;
== Ver 1.5 ==&lt;br /&gt;
'''Ver1.5''' brings back the Type-B helicopter ship as a default selection, re-balances the Type-A and Type-C ships, adds two more digits to the score counter (to prevent [[counter-stop]]ping), and increases the difficulty of the True Last Boss, Hibachi (as well as removing the [[safespot]]. Strong Style is still hidden by default, but can be unlocked permanently on the PCB by accomplishing a [[1CC]] / 1-[[1CC|ALL]] run.&lt;br /&gt;
&lt;br /&gt;
''Full details: [[DoDonPachi DaiFukkatsu Ver1.5]]''&lt;br /&gt;
&lt;br /&gt;
== Black Label ==&lt;br /&gt;
'''''Black Label''''' &amp;lt;small&amp;gt;(JP: 怒首領蜂大復活ブラックレーベル)&amp;lt;/small&amp;gt; introduces new scoring systems and updates/remixes some mechanics of 1.5. It also features completely new music, an additional [[True Last Boss]] ([[Hibachi|Zatsuza]]), and removes the second loop, with the new RED Gauge system acting like a player-customizable rank system, and the second loop patterns being limited to Strong Style players only. Hidden bee items also tie into the bullet canceling mechanic for the first time.&lt;br /&gt;
&lt;br /&gt;
''Full details: [[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
&lt;br /&gt;
== Ver 1.51 ==&lt;br /&gt;
'''Ver 1.51''' is a special revision which was originally made for the '''2010 Cave Matsuri''' with a heavier focus on scoring. This version locks players into a single loop of the Ura route and will always end with a Golden Disaster encounter (followed by Hibachi if requirements are met). Hidden bee items now also grant bombs and hyper charge depending on what color/state they are in when collected. Hyper rank maxes out at 9 instead of 5 and also changes enemy behavior on higher levels to match the Omote and Ura loops.&lt;br /&gt;
&lt;br /&gt;
Ver 1.51 also has a numerous number of changes from 1.5 that could not all be explained on this page alone.&lt;br /&gt;
&lt;br /&gt;
''Full details: [[DoDonPachi DaiFukkatsu Ver1.51]]''&lt;br /&gt;
&lt;br /&gt;
== Arrange L (Arrange A) ==&lt;br /&gt;
'''Arrange A''' &amp;lt;small&amp;gt;(JP: 怒首領蜂大復活ブラックレーベル)&amp;lt;/small&amp;gt;アレンジA)&amp;lt;/small&amp;gt; is an interesting mix between [[DoDonPachi Dai-Ou-Jou|Daioujou]] and Daifukkatsu. The mode continues the story of Daioujou's Death Label mode, featuring Leinyan as the main character. Like Black Label Arrange, it's a single player mode where you can control only one ship type, the type A ship from [[DoDonPachi Dai-Ou-Jou|Daioujou]], which is also locked to play Power style in Daifukkatsu. The game features both mechanics from [[DoDonPachi Dai-Ou-Jou|Daioujou]] and Daifukkatsu, as well as some updated visuals, new mechanics, different way of scoring, reskin [[Hibachi]] and a new ending.&lt;br /&gt;
&lt;br /&gt;
''Full details: [[DoDonPachi DaiFukkatsu Arrange A]]''&lt;br /&gt;
&lt;br /&gt;
== Arrange B ==&lt;br /&gt;
'''Arrange B''' &amp;lt;small&amp;gt;(JP: 怒首領蜂大復活 アレンジB)&amp;lt;/small&amp;gt; is a highly unique score attack mode, featuring a &amp;quot;global rank&amp;quot; system as well as individual stage and enemy ranks, causing each run of a stage to become easier or harder depending on how you play, and allowing you to custom-tailor your experience through your gameplay. It also strips the player's buttons down from four to two (Laser and Bomb/Hyper) and introduces always-on auto-fire. Stages in Arrange B will always have the player face off against the Ura mid-bosses from ''[[DoDonPachi]]''. Hidden bees are uncovered by default, and collecting a bee will put the player in a different &amp;quot;Grid&amp;quot; that influences how the stage's rank grows, as well as altering the bullet patterns that enemies use against the player. Neither [[Taisabachi]] nor [[Hibachi]] appear in this mode.&lt;br /&gt;
&lt;br /&gt;
Arrange B contains a slew of mechanics changes far too dense to cover on this page.&lt;br /&gt;
&lt;br /&gt;
''Full details: [[DoDonPachi DaiFukkatsu Arrange B]]''&lt;br /&gt;
&lt;br /&gt;
== Black Label Arrange (Ketsuipachi) ==&lt;br /&gt;
'''Black Label Arrange''' &amp;lt;small&amp;gt;(JP: 怒首領蜂大復活ブラックレーベルアレンジ)&amp;lt;/small&amp;gt; is a head-on collision between ''DFK Black Label'' and ''[[Ketsui: Kizuna Jigoku Tachi]]'', mixing mechanics from the two games into one. It is also referred to as ''&amp;quot;Ketsuipachi&amp;quot;'' by many players. In this mode, you play as the Tiger Sword / Tiger Schwert from ''Ketsui'', complete with the Lock-Shot mechanic, utilizing both the proximity chip system (which now goes up to 10-chip) and the bullet-canceling + Hyper Counter mechanics of ''Black Label''. An arranged soundtrack is also included in this mode featuring remixes of music from ''Ketsui'' by Jake &amp;quot;virt&amp;quot; Kaufman.&lt;br /&gt;
&lt;br /&gt;
''Full details: [[DoDonPachi DaiFukkatsu Black Label Arrange]]''&lt;br /&gt;
&lt;br /&gt;
== Console Release Notes ==&lt;br /&gt;
&lt;br /&gt;
'''Xbox 360, Steam'''&lt;br /&gt;
&lt;br /&gt;
* Physical Release? - Yes (360), digital only via Steam.&lt;br /&gt;
* Region Locked? - Yes&lt;br /&gt;
* Arranged Modes - Yes (see above)&lt;br /&gt;
* Online Leaderboards? - Yes&lt;br /&gt;
* Tate Option? - Yes&lt;br /&gt;
* Original Arcade Graphics - No, HD only :(&lt;br /&gt;
* Internal Scanlines Generator: n/a&lt;br /&gt;
* Graphical Filters: Bilinear&lt;br /&gt;
* Training mode - Yes&lt;br /&gt;
* Training Mode Configuration:&lt;br /&gt;
 - Save States - No&lt;br /&gt;
 - Level Select - Yes&lt;br /&gt;
 - Customise Resources - Yes, all.&lt;br /&gt;
 - Save multiple sets of training configurations - No&lt;br /&gt;
 - Boss Fight Select - Yes :)&lt;br /&gt;
 - Mid Boss Fight Select - Yes :)&lt;br /&gt;
 - Save Training Run Replays - No&lt;br /&gt;
* Replay Mode - Yes (&amp;amp; can download high scoring replays from Leaderboards)&lt;br /&gt;
* Replay Options:&lt;br /&gt;
 - Can slow playback to 1/16 speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References == &lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Information and page on Ver1.0 provided by [[User:SpinoSTG|SpinoSTG]]&lt;br /&gt;
# Information on Ver1.51 provided by [[User:NElectron256|NElectron256]]&lt;br /&gt;
# Information on Arrange B provided by [[User:CHA-STG|CHA-STG]] and QSD (via Shmups Discord)&lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]] and [[User:SpinoSTG|SpinoSTG]]&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;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=5927</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=5927"/>
		<updated>2020-12-11T21:28:09Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Ships */ Needs data to back up these claims. Hidden for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing|Raizing / Eighting]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
*'''Rolling''' In a two-player game, a player with the chain formation active will obtain the rolling formation when their partner game overs. Options in the rolling formation will rotate around the player ship while shooting upwards. If the player's partner continues, the rolling formation will revert back to the chain formation.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 20 weapon fragments (equivalent to ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Special weapon can be aimed, giving it a lot of utility&lt;br /&gt;
* Special weapon covers a lot of area onscreen, giving it decent defensive utility&lt;br /&gt;
* Low rank increase&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Special weapon covers a tiny area when deployed with only a few weapon fragments&lt;br /&gt;
* Main shot is very weak at low level&amp;lt;/small&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Very powerful main shot that can very quickly kill many bosses&lt;br /&gt;
* Special weapon is deployed very quickly, making it great for getting out of a pinch&lt;br /&gt;
* Special weapon also has piercing properties, making it good for quickly killing large enemies&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Main shot is narrow at all shot levels&lt;br /&gt;
* Special weapon also has narrow coverage&lt;br /&gt;
* Completely reliant on options for wider coverage&lt;br /&gt;
* Slow&amp;lt;/small&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Low rank increase&lt;br /&gt;
* Fastest of the four main ships&lt;br /&gt;
* Special weapon is very good for defense due to missile explosions blocking bullets&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Main shot is weak&lt;br /&gt;
* Special weapon is difficult to control and makes for poor offense&lt;br /&gt;
* Very few missiles are deployed when using the special weapon with only a few weapon fragments&amp;lt;/small&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Very powerful main shot that can very quickly kill many bosses&lt;br /&gt;
* Strongest special weapon out of the four main ships&lt;br /&gt;
* Best of the four main ships for scoring &amp;amp; survival&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Special weapon is terrible for defense, due to slow deployment and low screen coverage&lt;br /&gt;
* Special weapon is difficult to control when there are many targets on screen&lt;br /&gt;
* High rank increase&lt;br /&gt;
* Slowest ship out of the four main ships&amp;lt;/small&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Very powerful special weapon whose area-of-effect property is useful for scoring tricks&lt;br /&gt;
* Multiple special weapons can be deployed at once in rapid succession&lt;br /&gt;
* Fast ship&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Options have a shot limit of 1 sword on screen at any time, which can make them difficult to precisely control&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&amp;lt;/small&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Homing option bullets&lt;br /&gt;
* Area-of-effect special weapon&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Weak special weapon&lt;br /&gt;
* Special weapon has long start up--&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are enemy gobligan mages from Mahou Daisakusen ''~How scandalous!~''&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Fastest ship in the game&lt;br /&gt;
* Options are very powerful and give lots of tick points&lt;br /&gt;
* Special weapon is fast and effective at clearing bullets from the screen&lt;br /&gt;
* Low rank increase&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Special weapon is weak&lt;br /&gt;
* Difficult ship to precisely control--&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Miyamoto's options are the ninjas from his F-subweapon in Mahou Daisakusen, but the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;!--'''Strengths:'''&lt;br /&gt;
* Powerful main shot with very wide coverage&lt;br /&gt;
* Area-of-effect special weapon&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Slow--&amp;gt;&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop bomb fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* Do not horde more than two extra lives. Ideally, try to stay at one extra life and suicide right before gaining an extra life from scoring.&lt;br /&gt;
* Try to limit yourself to 2 options and power up the main shot slowly with large shot icons.&lt;br /&gt;
* Do not set the autofire rate higher than 10 Hz.&lt;br /&gt;
* Do not pick up excess items, including small weapon fragments. (All you usually need are a small handful for safety bombing.) &lt;br /&gt;
* Try to stop firing when there are no enemies on screen. In addition, you can often tap fire to wipe out popcorn waves.&lt;br /&gt;
&lt;br /&gt;
'''In general, the trick to controlling rank is to take only what you need to survive and score.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records/World_Record_Progression_Battle_Garegga|World Record Progression entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on score routes and character-specific considerations in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Battle Garegga involves many mechanics, listed as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection''' The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, other items will award (very meager) bonus points when collected in excess at the cost of high rank increase.&lt;br /&gt;
* '''Damage Optimization''' Many enemies throughout the game will award different point values depending whether they are destroyed with a special weapon or standard non-penetrating shot. In addition, many enemies will drop set items under special conditions, often medals or valuable resources.&lt;br /&gt;
* '''Boss Destruction and Milking''' Nearly every boss may be destroyed in a specific way to yield more points than normal. Most often this involves dismantling a boss (i.e. destroying individual components before destroying the main core, often with damage optimization), milking respawning targets, or tick point milking. ''See [[Battle Garegga/Bosses]] for a detailed discussion on boss fights in Battle Garegga.''&lt;br /&gt;
* '''Scenery Destruction''' There are many background elements throughout the stages that may be destroyed by the player's special weapon. These reveal many secrets, including hidden items (often large medal caches), extra points, and other targets such as extra enemies or the infamous pink flamingos. ''See [[Battle Garegga/Stages]] for detailed information on the stages in Battle Garegga.''&lt;br /&gt;
* '''Tick Points''' Hitting a target will award a meager amount of tick points. However, some targets (generally boss parts) are invincible and can be hit continuously for points until time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Strategy]] for a detailed discussion on routes and character-specific considerations in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Stages]] for a detailed information on the stages in Battle Garegga.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Bosses]] for a detailed discussion on the boss fights in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Tips ===&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Use your options! The default spread formation is good for most situations, but the other formations can provide quite a bit of utility. At minimum, becoming comfortable with switching to and from the forward formation can allow you focus fire as you would with a CAVE-style laser for some extra damage and precision.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
If rank is the fundamental gameplay system underpinning Battle Garegga, than the result of that is a cycle of resource management at every level of play, whether for survival or score. Broadly speaking, the resources available to the player are weapon fragments and lives. Weapon fragments are critical for much of the game's scoring, including enemies worth more points when destroyed by special weapons, destructible scenery, and one-off tricks such as the pink flamingos in Stage 2. Smart use of weapon fragments throughout the game will greatly increase the player's score and net them more extra lives, but it will also significantly increase rank as well. In comparison, lives are a resource that may freely be &amp;quot;traded&amp;quot; for weapon fragments and reduced rank at nearly any time via dying (whether intentionally or not). Finally, adjustments to the player ship's power via upgrading the main shot, collecting options, and increasing the autofire rate can be considered in a resource management context as well since the timing of these adjustments may have critical implications for survival, optimal scoring, and rank.&lt;br /&gt;
&lt;br /&gt;
In a survival context, the primary question the player should ask themselves throughout the game is &amp;quot;How much am I increasing rank during this section?&amp;quot; Rank will always increase regardless of the player's actions, so it is worth identifying the scoring tricks can be performed at relatively low risk, low power, and low rank increase to balance the rate at which score extends are earned and the rate at which rank increases. Ideally, the goal is to establish a feedback loop: The player gathers resources that they use to score enough points for an extra life, suicides to negate the rank increase they incurred while scoring, and repeats the process. If done correctly, rank will not increase to an egregious level and the difficulty of the game remains reasonable. In general, following the quick tips above will go a long way in establishing this feedback loop.&lt;br /&gt;
&lt;br /&gt;
In a scoring context, the focus shifts to a question of &amp;quot;What resources or conditions are required to maximize the points scored at any given section of the game?&amp;quot; Often times a scoring route will require dying not for decreased rank but rather for weapon fragments or a scoring trick that requires a suicide for shrapnel damage, invincibility, or both. Rank control is still important for keeping the difficulty of the game reasonable and scoring tricks easier to execute, but many scoring tricks involve taking actions that will increase rank at a much higher rate than in the survival context such as using lots of special weapons (often immediately using single weapon fragments), or tick milking bosses for extended periods of time. Rank can still be controlled in a scoring context due to the relative surplus of score extends, but the primary reason for controlling rank is simply that certain sections of the game (such as the flying platforms in Stage 5 or the laser turrets in Stage 6) are far easier to play for score at low rank or outright require low rank when played for score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extra Modes ==&lt;br /&gt;
&lt;br /&gt;
The following modes may be played on the arcade release by inserting a coin and holding a specific button combination when pressing start. These modes change the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold '''A''' and Press Start || Starting rank is 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Extended || Hold '''B''' and Press Start || Two loop mode. First loop is normal. Second loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
| Special || Hold '''A+B''' and Press Start || Two loop mode. First loop has starting rank of 43.2% (PS4/XBox One), 0x960000{{unconfirmed}} (Hex). Second loop has starting rank of 70.3% (PS4/XBox One), 0x5D0000{{unconfirmed}} (Hex).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Premium Mode ===&lt;br /&gt;
&lt;br /&gt;
=== Super Easy Mode ===&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Superplay videos===&lt;br /&gt;
* [https://www.youtube.com/watch?v=lveMgVRJnBg Y.S.333]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dogyuun&amp;diff=5926</id>
		<title>Dogyuun</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dogyuun&amp;diff=5926"/>
		<updated>2020-12-11T21:13:18Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Removed subjectivity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Dogyuun ドギューン!! ==&lt;br /&gt;
[[File:Dogyuun_Dogyuun.png|center]]&lt;br /&gt;
[[File:Dogyuun_Title.png|150px|thumb|right]]&lt;br /&gt;
'''''Dogyuun''''' (ドギューン!!) is a vertical [[shooting game]] developed and published by [[Toaplan]] in 1992, and one of the few titles created by the company that has not received any ports to home platforms to date. It is set on a fictional planet called '''Dino''', where the player faces off against a race of robotic aliens holding the planet hostage. The player ship in ''Dogyuun'' is known as the '''Sylfer''', and is equipped with a tractor beam that can grab smaller enemies and item containers and carry it with them. There are four weapons and two modules for the player to take advantage of, as well as a unique ship upgrade mechanic that is only available when two players are tagged in.&lt;br /&gt;
&lt;br /&gt;
It has received criticism for its basic design sensibilities -- compared to other games in the genre by 1992 (including others made by Toaplan) --, as it doesn't particularly innovate in any strong ways. Its most unique feature (fusing into a super-ship) is only available when playing the game with two players, so the game essentially rides or dies by its excellent visual presentation. It also has received criticism from high-level players regarding its scoring, as the scoring is easily broken by [[counter-stop]]s due to oversights with the boss design and the tractor beam mechanic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:Dogdogdog.png|left]]''Dogyuun'' utilizes three buttons for its core gameplay.&lt;br /&gt;
&lt;br /&gt;
There are ten stages in the game, and the game [[loop]]s forever, in theory. However, due to a programming error, the game soft-locks at the start of loop 5 stage 1 (5-1), so the game is considered to only have four loops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''A:''' Fires the equipped weapon&lt;br /&gt;
* '''B:''' Uses the player's equipped module&lt;br /&gt;
* '''C (Hold):''' Activates the ship's tractor beam, which can grab small enemies and item containers (once grabbing an object, you no longer have to hold the button)&lt;br /&gt;
* '''C (Press):''' Releases any objects caught by the tractor beam (this will also release your equipped module)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weapons &amp;amp; Modules'''&lt;br /&gt;
----&lt;br /&gt;
''Dogyuun'' features '''four''' primary weapon types, selected by collecting a colored weapon capsule that cycles between ''red'', ''blue'', ''purple'', and ''green'' (in that order). There are no weapon upgrades to collect; collecting the same weapon rewards the player with '''5000pts'''. Uniquely, if you tag in a second player, and tractor beam their ship, your ships will fuse together into a '''super-ship''', allowing the player access to stronger versions of these four weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;''' (Blue): ''The default player shot.'' Fires a straight beam forward that shrinks as it's out. Fire rate can be increased by rapidly pressing A. When equipped with the Thruster, smaller lasers are also shot from the side of the player's [[option]]s.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Psycho Beam&amp;lt;/span&amp;gt;''' (Purple): A curving homing shot that bends towards enemies. Only one volley can be on screen at once. It deals a respectable amount of damage, and can hit targets several times, but it is limited in the amount of firepower that can be on-screen at once, and it has a hard time hitting enemies at certain angles.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;''' (Green): Two bolts of lightning curve out of the ship. The major advantage of this weapon is that it can consistently damage anything in its path, and its path can be left out indefinitely, but it is by far the weakest weapon in the game, only finding use in particularly unique situations against basic [[zako]].&amp;lt;small&amp;gt;''(It also plays a horrible sound when being fired.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Homing Fire&amp;lt;/span&amp;gt;''' (Red): A homing shot that curves in 90 degree angles towards its targets. Only two volleys can be on screen at once. Fire rate can be increased by rapidly pressing A, allowing it to deal great damage with [[point-blank]]ing, and its movement patterns make it useful in more situations than its purple counterpart.&lt;br /&gt;
&lt;br /&gt;
==== Modules ====&lt;br /&gt;
----&lt;br /&gt;
* '''Bomb''': Releases a one-time use bomb that grants the player invincibility and deals significant damage to any enemies unlucky enough to be caught in its path. The bomb is strong enough to destroy many sub-bosses in the game alone.&lt;br /&gt;
* '''Thruster''': When pressed down, the player's movement speed is massively increased, granting them the ability to dart across the screen. This module is highly useful, but must be used carefully in order to avoid jetting straight into bullets or airborne enemies.&lt;br /&gt;
&lt;br /&gt;
==== Two-Player ====&lt;br /&gt;
----&lt;br /&gt;
In a feature that is unique to ''Dogyuun'', both players have the ability to tractor-beam each others' ships with the C button. When this is done, the two ships fuse into one super-ship and gain devastating firepower, enhancing their equipped weapon and doubling their damage and spread. In exchange, the players are given a bigger hitbox, increasing the chances that they'll get hit by enemy bullets and colliding with ships. &lt;br /&gt;
&lt;br /&gt;
Checkpoints are disabled when two players are playing; players will instead quickly respawn after taking damage. Dying while using the fused ship results in a lost life from both players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
The player can passively earn '''10pts''' about every '''10 frames''' (out of 60F/sec) by grabbing an enemy or weapon capsule with the '''tractor beam'''. As long as they are carrying an object, they will continue to earn this score bonus. Carried objects have their own hitboxes that can be destroyed by enemy collisions and bullets, ending the score bonus once destroyed. If carrying a particularly '''large enemy''' (such as the red missile-shooting enemies in stage 2), the player will instead earn '''100pts''' every '''10F''', but they will suffer massively reduced movement speed on their ship until the enemy is destroyed or released. &amp;lt;small&amp;gt;''(Information on enemies that can and can't be carried by the player is available on the [[Dogyuun/Strategy#Enemy Overview|Enemy Overview]] section of the [[Dogyuun/Strategy|expanded strategy page]].)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missiles fired by enemies are destructible and are worth '''10pts''' each. &lt;br /&gt;
&lt;br /&gt;
Collecting a power-up that the player is already holding will reward them with '''5000pts'''. There are also score items that reward the player with '''5000 points''' when collected, but for the most part, these only appear in Stage 3. There are no bonuses tied to end-of-stage boss destruction (even destroying boss parts typically doesn't award very many points), no bonus points awarded for [[extend]]s and bombs at the end of stages (you can only hold one bomb at a time anyway), and there is no bonus points awarded when defeating a boss. &lt;br /&gt;
&lt;br /&gt;
There is an '''item''' in one of the capsules at the end of boss fights that flashes back and forth between '''+100000pts''' and a '''1UP''', and through the use of a glitch, you can acquire two of these for a total of '''200,000pts''' rewarded. &amp;lt;small&amp;gt;''(See '''[[Dogyuun#Extends|Strategy/Extends]]''' below for more information on how to get these items to trigger.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The best scores in ''Dogyuun'' involve '''optimizing movement''' in order to '''hold onto objects with the tractor beam''' for as long as you can, picking up a new object as soon as possible, and destroying as many destructible objects as possible. A significant amount of score comes from putting together an '''optimal route''' for collecting the '''+5000pts items''' during the '''high-speed section''' at the start of '''Stage 3'''.&lt;br /&gt;
&lt;br /&gt;
Each loop of the game '''increases the overall score potential''' (including the automatic score gain from tractor beaming objects).&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Dogyuun EN-002.gif]] ''See [[Dogyuun/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' [[File:Dogyuun EN-002.gif]]&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Extends =====&lt;br /&gt;
----&lt;br /&gt;
The player can earn a '''score-based 1UP''' by earning '''200,000 points'''. This is the only score-based extend in the game &amp;lt;small&amp;gt;(on default dipswitch settings)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A '''hidden extend/score item''' can be discovered by destroying specific bosses with specific weapons. It flashes back and forth between '''1UP''' and '''+100,000pts'''.&lt;br /&gt;
&lt;br /&gt;
The extend will only appear '''once''' per credit/run. If the extend was collected in a previous boss fight, the weapon capsule that the boss drops will only contain a weapon pick-up. However, the '''100,000pts item will continue to appear''' even if it is collected, making it a good choice for scoring to collect the 100,000pts item instead of the extend.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Boss !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Homing Fire&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || &amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Psycho Beam&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 7 || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 9 || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is a tricky glitch that the player can perform that allows the player to acquire '''two extends''' &amp;lt;small&amp;gt;(or extra bonus 100000pts items)&amp;lt;/small&amp;gt; instead of one. See the [[Dogyuun/Strategy#Double_Extend_.2F_200000pts_Glitch|Strategy]] page for ''Dogyuun'' to learn more about this trick.&lt;br /&gt;
&lt;br /&gt;
===== Counter-stops =====&lt;br /&gt;
----&lt;br /&gt;
Due to the a combination of the design of the '''tractor beam''''s bonus point mechanic, various [[safespot]]s in boss encounters, and [[boss time-out|bosses not timing out]], it is possible to achieve several different [[counter-stop]]s in ''Dogyuun''. Some bosses can be rendered '''completely defenseless''' via boss part destruction, or have places on the screen that they are unable to hit the player at (top left of the screen seems to be common in ''Dogyuun''). When holding an object with the tractor beam in one of these situations, it's possible to leave the game untouched from that point on, and eventually acquire '''huge amounts of points, forever'''. The automatic point gain from the tractor beam is also increased in subsequent loops, making the strategy particularly lucrative in the third or fourth loops of the game. &lt;br /&gt;
&lt;br /&gt;
Players aiming to record their high scores on public leaderboards are discouraged from using these sorts of exploits to earn points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''&amp;lt;small&amp;gt;(Special thanks to mojilove for the story translation, as well as several other translations on this page!)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Lagoon''', the 104th planet, is home to the '''International Defense Force Headquarters''' where defense organizations from all countries come together. &lt;br /&gt;
&lt;br /&gt;
This headquarters assembled a special squadron called '''ISM''' to intercept aliens that could attack at any moment. &lt;br /&gt;
&lt;br /&gt;
ISM harnesses the power of the most advanced technology available to man, and is fully backed by the International Defense Force. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One day, ISM received an emergency sortie order from the Commander:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is an emergency at the planet colony Dino! Move out immediately!!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The squadron, including the '''new variable fighter Sylfer''' that had just been deployed, went to scout out the base on the planet, as communications had suddenly ceased.&lt;br /&gt;
&lt;br /&gt;
Dino was a beautiful planet—what had happened here...?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the base came into sight, the ISM pilots found it had become infested with mysterious '''mechanoid lifeforms'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;Let's head back. It's too dangerous to go any further.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kyle''': &amp;quot;Wait, we're this close to getting intel on the centropolis. There are still many people trapped in there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;But we'll be dead meat if the aliens find us. All right, let's do this quickly!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kyle''': &amp;quot;Yeah, I found it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just then, Kyle's recon ship was captured and destroyed by a '''huge robot''' &amp;lt;small&amp;gt;(the stage 2 boss)&amp;lt;/small&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;Kyle!!!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recon mission had taken a drastic turn, with the other pilots now ready to launch a desperate counteroffensive!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|　第１０４惑星ラグーン。ここは全国家の防衛組織が集められた国際防衛軍本部が&lt;br /&gt;
&lt;br /&gt;
置かれている。この本部には、いつ襲ってくるかもしれないエイリアンを&lt;br /&gt;
&lt;br /&gt;
迎え撃つために特殊軍隊が組まれていた。&lt;br /&gt;
&lt;br /&gt;
　軍隊の名は「ＩＳＭ」。この軍隊は、最高のテクノロジーを駆使し、&lt;br /&gt;
&lt;br /&gt;
国際防衛軍が作り上げた軍事機関である。その「ＩＳＭ」に、司令部から&lt;br /&gt;
&lt;br /&gt;
緊急出動の命令が下された。&lt;br /&gt;
&lt;br /&gt;
「惑星植民地ディノに異常事態発生！直ちに出動せよ！！」&lt;br /&gt;
&lt;br /&gt;
通信の途絶えた基地へ、ロールアウトしたばかりの新型可変戦闘機シルファーらは&lt;br /&gt;
&lt;br /&gt;
調査に向かった。&lt;br /&gt;
&lt;br /&gt;
　この美しい惑星植民地ディノに、何があったというのか、、、。&lt;br /&gt;
&lt;br /&gt;
その時だった。彼らの眼に映ったものは、謎の機械生命体の巣窟と化した基地であった。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
「そろそろ引き上げよう。これ以上の偵察は危険だ。」&lt;br /&gt;
&lt;br /&gt;
「もう少し待ってくれ。あと少しでセンターポリスの情報が手にはいる。&lt;br /&gt;
&lt;br /&gt;
　あの中にはまだ我々の仲間が大勢残っているんだ。」&lt;br /&gt;
&lt;br /&gt;
「だがエイリアンに発見されるとまずい。急ぐんだ！」&lt;br /&gt;
&lt;br /&gt;
「よし・・・見つけたぞ！」&lt;br /&gt;
&lt;br /&gt;
とその時！カイルの搭乗する偵察機が敵の大型ロボットに捕らえられ、破壊されてしまった。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
「カイルッ！！！！！」&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
　今、決死の逆襲が始まる！&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dogyuun_Story01.png|200px|thumb]] || [[File:Dogyuun_Story02.png|200px|thumb]] || [[File:Dogyuun_Story03.png|200px|thumb]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Dogyuun_Story04.png|200px|thumb]] || [[File:Dogyuun_Story05.png|200px|thumb]] || [[File:Dogyuun_Story06.png|200px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dogyuun_Story07.png|200px|thumb]] || [[File:Dogyuun_Story08.png|200px|thumb]] || [[File:Dogyuun_Story09.png|200px|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
From the start, Toaplan's goal with ''Dogyuun'' was to make a game with the best visuals possible, in response to criticism on the visuals of their previous games. Since graphics were their main focus with ''Dogyuun'', the team were unable to put a greater focus on the gameplay, which they felt was &amp;quot;unimaginative&amp;quot;. A significant amount of development time was spent on designing and animating huge bosses.&lt;br /&gt;
[http://shmuplations.com/toaplan-chronicleqa]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* In the '''European''' release of ''Dogyuun'', the rank cap is much lower than in the Japanese version. This makes the European release of the game much '''easier''' as a result.&lt;br /&gt;
* The opening cinematic is '''not included''' in either the '''European''' or '''USA''' releases of the game, likely due to the lack of English translation.&lt;br /&gt;
* There is a '''location test ROM''' of ''Dogyuun'' that is presumably an earlier build of the game &amp;lt;small&amp;gt;(we are not sure exactly how much older)&amp;lt;/small&amp;gt;. ''This is a pending research project!''&lt;br /&gt;
** In the location test ROM, the Bomb module has an '''Auto-Bomb''' feature, which will '''detonate the Bomb and protect the player from taking damage''' when hit by bullets or enemy ships. It is possible that the developers (or the playtesters?) thought the Auto-Bomb made the game too easy, and changed it before the game was finalized and sent to arcades. &lt;br /&gt;
** In the final version of the game, the Bomb module still goes off when the player dies, but '''no longer saves the player'''. This behavior is likely a remnant of the aforementioned location test's Auto-Bomb feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Dogyuun/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Shooting Star: ''Dogyuun'' page (JP): http://shootingstar.game.coocan.jp/dogyuun.html&lt;br /&gt;
## http://shmups.wiki/files/dogyuun_E.docx (EN translation -- thanks mojilove!)&lt;br /&gt;
# &amp;quot;Toaplan Game Q&amp;amp;A with Yuge and Uemura&amp;quot;, translated into EN by Shmupulations | http://shmuplations.com/toaplan-chronicleqa&lt;br /&gt;
# Additional info contributions by orccommander via the STG Rev. 2020 Discord&lt;br /&gt;
# Primary info and all information verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=1612</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=1612"/>
		<updated>2020-07-01T05:55:25Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi Dai-Ou-Jou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi Dai-Ou-Jou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi Dai-Ou-Jou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is the original release of the game, and ''Black Label'' is a sort of &amp;quot;revised&amp;quot; version of the game featuring an easier first loop, and a more difficult second loop, as well as the option to select between a one-loop or two-loop game. ''Black Label'' also contains a selection of mechanics adjustments and bug fixes. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed (duration and power are both affected). A hyper causes the player's fighter to be invincible for a short while, and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star.&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying.&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should he/she lose all his/her lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until he/she reaches the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.&lt;br /&gt;
== References == &lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Ibara&amp;diff=1603</id>
		<title>Ibara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Ibara&amp;diff=1603"/>
		<updated>2020-06-30T22:00:47Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ibara 鋳薔薇 ==&lt;br /&gt;
[[File:Ibara Title.png|1000px|center]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Ibara is very similar to [[Raizing | 8ing/Raizing's]] [[Battle Garegga]] and [[Battle Bakraid]] games. So much so that Ibara could be considered a pseudo-sequel or, at least, a spiritual successor. The similarities are numerous - some are subtle, some are easily spotted. These include combining archaic technology such as biplanes with more advanced machinery; firing and a power-up system; and a medal collecting system which drastically increases scoring. The game features a similar method of earning bombs and a delay when launching them as well. Some of the enemies and their attack patterns are very familiar such as the large cranes in stage 1 and the minigun-wielding first boss. The enemy's explosions spiral around when destroying some of the heavier weapons/scenery and thin, while seemingly camouflaged enemy bullets are scattered around the play area in comparable patterns. More subtle references include the HUD layout which lists the name of the current stage at the top of the screen and, when starting a stage, tells users the title of the background music that is playing.&lt;br /&gt;
&lt;br /&gt;
A notable feature of Ibara is the inclusion of a variable, real-time difficulty system by way of the [[Ibara#Rank_System_Overview | ''Rank'']] system. The player's rank increases as they acquire more items and cause more damage, increasing the difficulty of the game along with it. The number of enemies does not increase but the number of bullets fired towards the user does, often reaching a ridiculous level of bullet density. There are ways of lowering this rank system if the odds appear too much. The only known way of decreasing the player's Rank in Ibara is to die. The more lives you have, the less the rank decreases when you die. In the later version, Ibara Kuro: Black Label, Rank can be decreased by cancelling bullets with a bomb, however Rank also increases much faster in this version, potentially increasing from minimum to maximum in a matter of seconds.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ibara_MachineGun.png|'''Machine Gun'''&amp;lt;br&amp;gt; Low damage, high continuous rate of fire. Great for precision damage against large enemies, handling zako rushes, or drone milking.&lt;br /&gt;
File:Ibara_Gatling.png|'''Gatling Gun''' &amp;lt;br&amp;gt; Low damage, short burst fire. Similar applications to the Machine Gun, but slightly less consistent due to gaps between bursts.&lt;br /&gt;
File:Ibara_5Way.png|'''5-Way''' &amp;lt;br&amp;gt; Very wide spread shot, great for crowd control or point blank damage. 3x 5-Way can be excellent for survival in parts of Stage 4, 5, and 6.&lt;br /&gt;
File:Ibara_Burner.png|'''Burner''' &amp;lt;br&amp;gt; High damage in bursts. Persists on screen for a while, good for space control. Produces the most tick points per second of any Option type.&lt;br /&gt;
File:Ibara_Napalm.png|'''Napalm''' &amp;lt;br&amp;gt; Very high damage with a small AoE explosion. Has some gaps between shots, so it can sometimes struggle against dense zako rushes.&lt;br /&gt;
File:Ibara_Rocket.png|'''Rocket''' &amp;lt;br&amp;gt; Medium damage, but pierces multiple enemies or boss parts. Excellent against large targets. Raises Rank at the highest rate of all Option types.&lt;br /&gt;
File:Ibara_Homing.png|'''Homing Missiles''' &amp;lt;br&amp;gt; Medium damage homing weapon. Extremely rare, the only consistent drop is Kasumi (Stage 3 Boss). Generally outclassed by other Options.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Rank System Overview ====&lt;br /&gt;
&lt;br /&gt;
''Ibara'' features a dynamic difficulty, or [[Glossary of shmups#Rank | &amp;quot;Rank&amp;quot;]] system  similar to that found in [[Battle Garegga]]. Most actions taken by the Player will increase the Rank, which also continuously rises with every frame of play time. The only way to decrease the Rank is to die, either by accident or with planned suicides.&lt;br /&gt;
&lt;br /&gt;
Almost every action taken in the game will increase the Rank:&lt;br /&gt;
* Firing a bullet from the main weapon or Options&lt;br /&gt;
* Collecting an item (all items, including Power-Ups, Options, Medals, and even the 1-UP item, will increase Rank)&lt;br /&gt;
* Using a Bomb or Hadou&lt;br /&gt;
* Sealing enemy bullets&lt;br /&gt;
&lt;br /&gt;
''Ibara'''s Rank system is quite complex, but there are a few basic principles that can help new players:&lt;br /&gt;
* The Rank will decrease ''more'' if you die with ''fewer'' lives in stock. In other words, if you have only 1 spare life and die (thus leaving you with 0 stock), it will decrease the difficulty ''twice as much'' as if you died with 2 lives in stock.&lt;br /&gt;
* Partial Bombs will increase rank more rapidly than Full Bombs.&lt;br /&gt;
* The Hadou Gun will increase rank even more rapidly than either kind of Bomb.&lt;br /&gt;
* Collecting Power-Up and Option items will ''always'' increase Rank, even if the items do not impart a change to the Player (IE: collecting Power-Up items while at full shot strength will still raise rank).&lt;br /&gt;
* Raising your autofire rate does ''not'' affect the per-frame Rank; however, since you are firing bullets more rapidly, it ''does'' still affect the rate at which Rank will build over time.&lt;br /&gt;
&lt;br /&gt;
==== Rank System In-Depth ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style = &amp;quot;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
Rank value is stored internally as a hexadecimal value, which is actually 'inverted' compared to the Player's experience of it - as this value ''decreases'', the game gets harder. Because it is more consistent with the user experience, it is customary to refer to the increase in game difficulty as 'increasing the Rank', even though that is not technically accurate to the internal implementation.&lt;br /&gt;
&lt;br /&gt;
There are two separate settings determining the rank in Ibara. Difficulty 1 determines only the starting rank and has no further effect on the gameplay. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of runs played during one continuous session, the starting rank will gradually increase. Starting rank can be reset either by entering the test menu or by powering down the PCB. The values in the table below are taken from the first run after powering up the PCB.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 1 (starting rank) !! Decimal !! Hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 15,204,352 || E80,000&lt;br /&gt;
|-&lt;br /&gt;
| Normal [default] || 14,680,064 || E00,000&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 14,155,776 || D80,000&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard || 13,631,488 || D00,000&lt;br /&gt;
|-&lt;br /&gt;
| Super Hard || 13,107,200 || C80,000&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievable || 12,582,912 || C00,000&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 2 (per frame rank) !! !!&lt;br /&gt;
|-&lt;br /&gt;
| Slow || 12 || C&lt;br /&gt;
|-&lt;br /&gt;
| Medium [default] || 16 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Fast || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
| Very Fast || 24 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Fast || 28 || 1C&lt;br /&gt;
|-&lt;br /&gt;
| Unforgettable || 32 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Rank maxes out at 00,000,000 (000,000 in hex) regardless of the difficulty settings.&lt;br /&gt;
* Starting rank for Harder mode is 8,808,032 (866,660 in hex) on default settings.&lt;br /&gt;
* Starting rank for Extended mode is the same as on Normal mode on default settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rank is influenced by certain actions of the player, e.g. firing your Shot or picking up an item. All of the actions that have an effect on rank are listed in the tables below. Even though, an increase in difficulty is actually measured by a decreasing rank counter, the numbers below are listed as if the rank counter would count up. This is simply to make things easier to follow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Death from 1 life &amp;gt; 0 lives || -2,097,152 || -200,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 2 lives &amp;gt; 1 life || -1,048,576 || -100,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 3 lives &amp;gt; 2 lives || -524,288 || -80,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 4 lives &amp;gt; 3 lives || -262,144 || -40,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 5 lives &amp;gt; 4 lives || -131,072 || -20,000&lt;br /&gt;
|-&lt;br /&gt;
| Seal a bullet || 4,096 || 1,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Cancelling bullets turning them into rose items has no effect on rank.&lt;br /&gt;
* Grazing enemy bullets has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| 100~900 Medals || 256 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 1,000~9,000 Medals || 1,024 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 10,000 Medal || 4,096 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 100pt. Rose Item || 256 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 200pt. Rose Item || 512 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 400pt. Rose Item || 768 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 800pt. Rose Item || 1,024 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Shot Power Up (small) || 4,096 || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Shot Power Up (large) || 65,536 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Item (small) || 8,192 || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Item (large) || 131,072 || 20,000&lt;br /&gt;
|-&lt;br /&gt;
| Option Item || 65,536 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 1-Up Item || 524,288 || 80,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Dropping a medal has no effect on rank.&lt;br /&gt;
* Collecting excess items for score has no additional effect on rank.&lt;br /&gt;
* Powering up with with a Shot Power Up (small or large) has no effect on rank.&lt;br /&gt;
* Reaching the next full bomb with a Bomb Item (small or large) has no effect on rank.&lt;br /&gt;
* Triggering any of the Special Options has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack (per full burst) !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 0~2) || 30 || 1E&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 3) || 40 || 28&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 4~5 and Special) || 50 || 32&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun || 15 || F&lt;br /&gt;
|-&lt;br /&gt;
| 5-Way || 75 || 4B&lt;br /&gt;
|-&lt;br /&gt;
| Gatling || 15 || F&lt;br /&gt;
|-&lt;br /&gt;
| Homing || 40 || 28&lt;br /&gt;
|-&lt;br /&gt;
| Rocket || 100 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Burner || 32 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Napalm || 50 || 32&lt;br /&gt;
|-&lt;br /&gt;
| Bomb (fragment) || 20,480 || 5,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb (full) || 8,192 || 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Activating a Hadou Gun || 69,632 || 11,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The values for Regular Shot have been tested for Dyne (A). They may or may not differ for Bond and the different sub types.&lt;br /&gt;
* While activating a Hadou Gun has an effect on rank as indicated, actually releasing it has no effect on rank.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Programmer [[Shinobu Yagawa]] previously worked on the games [[Recca]], and ''Battle Garegga''.&lt;br /&gt;
&lt;br /&gt;
==Release==&lt;br /&gt;
The game was released in arcades in July 15, 2005, and it was released on the PlayStation 2 on February 23, 2006.&lt;br /&gt;
&lt;br /&gt;
To remedy some of the concerns fans had with the original version of the game, Cave released an updated version in limited distribution called Ibara Kuro: Black Label. It was released on February 10, 2006. The update contains many additions, some of which appeared earlier in the released PlayStation 2 port in the form of Arrange Mode.&lt;br /&gt;
&lt;br /&gt;
A sequel, [[Pink Sweets: Ibara Sorekara]], was released in the arcades on April 21, 2006.&lt;br /&gt;
===Reception===&lt;br /&gt;
This game stinks. Weekly Famitsu magazine awarded the PlayStation 2 version of Ibara a score of only 26/40 based on four reviews (7/7/6/6).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# In-depth rank info from an unpublished document written by Archer (dated September 17th 2011)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;# https://www.eurogamer.net/articles/2014-11-02-super-bank-breakers&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;# https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=11135&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;# https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=24103&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;# https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=24093&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;# http://www.cubed3.com/news/4566/1/nintendo-reviews-baten-kaitos-gets-top-honours-from-famitsu.html&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;# https://web.archive.org/web/20060427111442/http://www.taito.co.jp/d3/cp/ibara/&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;# http://www.cave.co.jp/gameonline/ibara/index.html&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=977</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=977"/>
		<updated>2020-06-22T21:54:31Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Access a Mahou Daisakusen character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
It was followed by a sequel titled ''[[Battle Bakraid]]'' in 1999.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In addition to the player's main shot, picking up green Option power-ups will add up to four support pods to the craft. The formation of these Options can be changed to one of five presets and there are [[Battle Garegga#New Formations|additional secret formations that can be accessed by dropping a certain number of power-ups before picking up the next]]. Both shot and options are fired by holding the A button.&lt;br /&gt;
&lt;br /&gt;
Upon killing a regular enemy on the ground, a Small Bomber token will appear. Picking up enough of these gives the player one Large Bomber token, but the player can use their remaining Small Bombers without a Large Bomber in stock; the duration or strength of the bomb will merely be reduced according to the percentage of a full bomb that was used. Up to five Large Bombers can be in stock at any one time, after which each Small token is worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Power-ups drop in a set order from [[Glossary of shmups#Popcorn |popcorn enemies]], along with Medals. [[Glossary of shmups#Chain | Every time a Medal is collected, the next one that spawns will be worth more]], from 100 to 10,000 points; however, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  Medals can also be found upon using a bomb on certain items of scenery.&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank | rank]]) that will increase difficulty based on the actions of the player.  Uncontrolled increase of the game's rank can quickly turn it into a manic shooter.  Firing and powering up the main weapon, as well as picking up various items, will increase the difficulty of the game. Losing a life will decrease the difficulty (rank) of the game.  The fewer lives a player has when they die, the more rank is decreased, thus, the game rewards a player who doesn't stock up many lives at a time. Players are thus forced to keep themselves powered down, conserve shots, and lose lives on purpose in order to keep the last few stages of the game playable, though it is possible to finish the game in one life given an intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
The arcade release of Battle Garegga is played with an 8-directional joystick, and three buttons labelled “A”, “B”, and “C”. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
The player moves their ship with the joystick. The “A” button fires the ship’s main shot and the shot of any option drones collected. The “A” button may be tapped to fire a single shot or held down to automatically shoot a constant stream of bullets. The “B” button fires the ship’s special weapon if the player has collectible bomb ammunition in stock. The “C” button is used to change the formation of any option drones the player has collected.&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the “A” button rapidly for a few seconds and then to stop firing briefly, whereupon the game will log the pattern of the player’s tapping and repeat this pattern when the “A” button is subsequently held. The second method is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.3 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. However, care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
Since there is no autofire dial on console controllers, the home console ports supply alternative means of changing the autofire rate. In the PS4/Xbox One port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons. After this is done, the player only needs to hold the shot button with their desired fire rate for approximately a second to set the autofire rate to the rate designated by the button pressed. It is recommended that the player also sets a button without an autofire rate to be held down as their primary shot button, since using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the PS4/Xbox One port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===New Formations===&lt;br /&gt;
'''Wide'''&lt;br /&gt;
During the game, let five Small-shot items pass. Pick up the Option item and you can now cover a wider shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Homing'''&lt;br /&gt;
During the game, let five Small Bomber items pass. Pick up the Option item and you will now have flags with more powerful homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Search'''&lt;br /&gt;
During the game, let five Option items pass. Pick up the next Option item and you will now have options with homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Shadow'''&lt;br /&gt;
During the game, let five Medals pass. Pick up the Option item and you will now have options following you which can fire upwards.&lt;br /&gt;
&lt;br /&gt;
===Access a Mahou Daisakusen character===&lt;br /&gt;
On the arcade version at the title the player must press Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start. But on the PS4 Rev.2016 version they must instead flip the switch in the menu.&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
===Obtain a 1UP from the Stage 3 Midboss===&lt;br /&gt;
The conditions are destroying the two main side parts and then depleting the midboss's health entirely exactly where it ends its route in the rectangular yellow-striped area. If done successfully, the boss will drop a golden plane.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Superplay videos===&lt;br /&gt;
* [https://www.youtube.com/watch?v=lveMgVRJnBg Y.S.333]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=976</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=976"/>
		<updated>2020-06-22T21:47:32Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Created page with &amp;quot;'''''ESP Ra.De.''''' (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling manic shooter arcade game developed by C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''ESP Ra.De.''''' (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. This is the first of Cave's manic shooters not part of the [[DonPachi]] series as well as the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other [[shmups]], ESP Ra. De. has a somewhat involved story and setting.&lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Controls===&lt;br /&gt;
* Main shot (Psychic Fire): Press A button. When holding the button, the character's moves at 40% of normal speed. The attack's power depend on how many power-ups are collected.&lt;br /&gt;
* Power shot (Piercing Cannon): Press B button. The directions of projectiles can be changed by moving horizontally when firing. When the button is pressed, a varying number of flames are fired forward, with the amount of projectiles depending on the number shown in lower corner of the screen. Power shot explodes when it contacts with an enemy, creating an area of explosion wave that damages enemies. The amount of flames fired is initially set at 7, but increases by 2 every time power level increases (up to 15). When player's character is destroyed, Power shot's level remains. When an enemy unit is hit by power shot without being destroyed, the explosion wave stick to the unit.&lt;br /&gt;
* Barrier (ESP Drive): Press C button. The size of barrier increases by holding C button, until it grows yellow or barrier stock is depleted. To do the Barrier Shot, release the C button when barrier is active; otherwise it is automatically fired when barrier stock is depleted.&lt;br /&gt;
===Barrier system (ESP Drive)===&lt;br /&gt;
When using barrier, the barrier forms beginning with an arc in front of the character, then it wraps around the character and grows until it changes colour. At minimum, the barrier is formed before barrier shot is fired. When guard barrier is active, the character briefly becomes invulnerable at the expense of guard barrier gauge, visible at the bottom of the screen. Furthermore, the barrier itself damages enemy units and convert enemy bullets into power up item (score up item if power level is already full) at the expense of barrier stock. Guard barrier stock can be restored by death or picking up E item.&lt;br /&gt;
&lt;br /&gt;
After collecting sufficient Yen item (red cube), the item stock grows yellow. Whenever barrier stock is drained, the item stock goes down. Destroying enemy at this phase causes E item to appear until Yen stock reaches 0. In boss battle, Yen stock is not drained, and any ongoing drainage is stopped when entering boss battle. After drainage is completed, Yen item stock can once again be filled. The maximum amount of score needed for E item to appear starts with 200, and increases by 100 every time Yen stock drainage is completed. If player continues, the value is reset to 200. &lt;br /&gt;
===Life system===&lt;br /&gt;
The game uses life point system, which causes a hit character to stay in place instead of being destroyed until all life points are lost. Whenever character loses life point, it drops the number of large P item equal to the number of boosted power levels, and its boosted level is decreased to 0. The character loses 1 point whenever it is hit. Life point can be increased by obtaining sufficiently high score (adjustable in configuration screen), with the maximum of 7. &lt;br /&gt;
===Multiplier system===&lt;br /&gt;
After hitting an enemy unit with power shot without being destroyed, destroying an enemy with main shot or barrier triggers a multiplier. The multiplier depends on number of ongoing powerful shots received by the unit, which starts with x1 (no hit) and increases by 1 for every additional ongoing hit. After receiving a multiplier, the multiplier timer can be recovered by collecting cubes, which can be found by destroying large enemy units. The multiplier timer has maximum duration of 2 seconds. If playing gains a multiplier, destroying item-dropping enemies causes items dropped by the destroyed enemies to move down the screen faster, except for bosses. The active multiplier and timer can be viewed by holding B button at title screen before pressing Start button. &lt;br /&gt;
===Stages=== &lt;br /&gt;
&amp;lt;!--The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
Character 	Button A 	Button B 	Button C&lt;br /&gt;
Yusuke 	Random 	Shopping Mall At Night, Bay Area 	Bay Area, Shopping Mall At Night&lt;br /&gt;
J-B 5th 	Random 	Bay Area, Houoh High School 	Houoh High School, Bay Area&lt;br /&gt;
Irori 	Random 	Houoh High School, Shopping Mall At Night 	Shopping Mall At Night, Houoh High School&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* Stage A: ''Houoh High School/Phoenix College'' (Yusuke Sagami)&lt;br /&gt;
    Sub-Boss: ''Arachnitank''&lt;br /&gt;
&lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
&lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
* Stage B: ''Bay Area'' (Irori Mimakasa)&lt;br /&gt;
    Sub-Boss: ''Yaksa Armored Ships''&lt;br /&gt;
&lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''Hoverboard Assault Chopper''&lt;br /&gt;
&lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
* Stage C: ''Shopping Mall at Night'' (J-B 5th)&lt;br /&gt;
    Sub-Boss: ''Aerial Bombers''&lt;br /&gt;
&lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
&lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
* Stage 4: ''Wangan Subway Line''&lt;br /&gt;
Sub-Boss: ''Armored Trains''&lt;br /&gt;
&lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''&amp;quot;Line-Rider&amp;quot; Security Mecha''&lt;br /&gt;
&lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
* Stage 5.1: ''Yaksa Fortress'' (exterior)&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
&lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''Main Gate Defense System''&lt;br /&gt;
&lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
* ''Stage 5.2: Yaksa Fortress (Ms. Garra's private quarters)''&lt;br /&gt;
The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
&lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
&lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the life bar has been depleted.&lt;br /&gt;
&lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
&lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Story===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* Yusuke Sagami, a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* J-B 5th, a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* Irori Mimakasa, an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
&lt;br /&gt;
The story takes place in December, during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=528</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=528"/>
		<updated>2020-06-03T00:12:31Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
It was followed by a sequel titled ''[[Battle Bakraid]]'' in 1999.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In addition to the player's main shot, picking up green Option power-ups will add up to four support pods to the craft. The formation of these Options can be changed to one of five presets and there are [[Battle Garegga#New Formations|additional secret formations that can be accessed by dropping a certain number of power-ups before picking up the next]]. Both shot and options are fired by holding the A button.&lt;br /&gt;
&lt;br /&gt;
Upon killing a regular enemy on the ground, a Small Bomber token will appear. Picking up enough of these gives the player one Large Bomber token, but the player can use their remaining Small Bombers without a Large Bomber in stock; the duration or strength of the bomb will merely be reduced according to the percentage of a full bomb that was used. Up to five Large Bombers can be in stock at any one time, after which each Small token is worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Power-ups drop in a set order from [[Glossary of shmups#Popcorn |popcorn enemies]], along with Medals. [[Glossary of shmups#Chain | Every time a Medal is collected, the next one that spawns will be worth more]], from 100 to 10,000 points; however, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  Medals can also be found upon using a bomb on certain items of scenery.&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank | rank]]) that will increase difficulty based on the actions of the player.  Uncontrolled increase of the game's rank can quickly turn it into a manic shooter.  Firing and powering up the main weapon, as well as picking up various items, will increase the difficulty of the game. Losing a life will decrease the difficulty (rank) of the game.  The fewer lives a player has when they die, the more rank is decreased, thus, the game rewards a player who doesn't stock up many lives at a time. Players are thus forced to keep themselves powered down, conserve shots, and lose lives on purpose in order to keep the last few stages of the game playable, though it is possible to finish the game in one life given an intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
The arcade release of Battle Garegga is played with an 8-directional joystick, and three buttons labelled “A”, “B”, and “C”. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
The player moves their ship with the joystick. The “A” button fires the ship’s main shot and the shot of any option drones collected. The “A” button may be tapped to fire a single shot or held down to automatically shoot a constant stream of bullets. The “B” button fires the ship’s special weapon if the player has collectible bomb ammunition in stock. The “C” button is used to change the formation of any option drones the player has collected.&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the “A” button rapidly for a few seconds and then to stop firing briefly, whereupon the game will log the pattern of the player’s tapping and repeat this pattern when the “A” button is subsequently held. The second method is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.3 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. However, care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
Since there is no autofire dial on console controllers, the home console ports supply alternative means of changing the autofire rate. In the PS4/Xbox One port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons. After this is done, the player only needs to hold the shot button with their desired fire rate for approximately a second to set the autofire rate to the rate designated by the button pressed. It is recommended that the player also sets a button without an autofire rate to be held down as their primary shot button, since using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the PS4/Xbox One port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===New Formations===&lt;br /&gt;
'''Wide'''&lt;br /&gt;
During the game, let five Small-shot items pass. Pick up the Option item and you can now cover a wider shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Homing'''&lt;br /&gt;
During the game, let five Small Bomber items pass. Pick up the Option item and you will now have flags with more powerful homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Search'''&lt;br /&gt;
During the game, let five Option items pass. Pick up the next Option item and you will now have options with homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Shadow'''&lt;br /&gt;
During the game, let five Medals pass. Pick up the Option item and you will now have options following you which can fire upwards.&lt;br /&gt;
&lt;br /&gt;
===Access a Mahou Daisakusen character===&lt;br /&gt;
On the arcade version at the title the player must press Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start. But on the PS4 Rev.2016 version they must instead flip the switch in the menu.&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Superplay videos===&lt;br /&gt;
* [https://www.youtube.com/watch?v=lveMgVRJnBg Y.S.333]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=527</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=527"/>
		<updated>2020-06-03T00:09:22Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: /* Shrapnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A==&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot'''.''&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate . Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=526</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=526"/>
		<updated>2020-06-03T00:09:02Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A==&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot'''.''&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate . Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=525</id>
		<title>Gunbird 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=525"/>
		<updated>2020-06-02T23:46:52Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
There are seven stages in each game [[Glossary of shmups#Loop | loop]] (two loops total). The first three stages are randomly chosen from possible four. At the second loop, enemies fire denser bullet patterns moving at faster speeds. Stage 2-1 takes place at the only stage not available in 1st loop, instead of the 1-1 counterpart. After completing the first loop with only one player, player can choose one of two choices for a wish with magic potion, with a unique ending for each choice. If 1st loop is completed with two players, a combination-specific ending is played.&lt;br /&gt;
&lt;br /&gt;
This was the first [[Psikyo]] shooter to feature [[Glossary of shmups#Chain | medal-chaining]]: picking up 2000 point medals (when they flash) repeatedly results in a slight point increase and a coin chain, recorded separately from the score. This was later featured in ''[[Strikers 1945 III|Strikers 1945 III/Strikers 1999]]''.&lt;br /&gt;
&lt;br /&gt;
The arcade game supports both English and Japanese languages, chosen via arcade board dip switch settings. The language setting is Japanese if dip switches are set to Japanese, English otherwise.&lt;br /&gt;
&lt;br /&gt;
Two exclusive playable characters in the [[Sega Dreamcast]] port of ''Gunbird 2'', released in 2000, includes Morrigan Aensland from the ''[[Darkstalkers]]'' series and Aine from the ''[[Samurai Aces]]'' series. Other new features include Internet ranking, gallery, and voices during intermission.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The game sucks. GameSpot's Steven Garrett rated it a 5.8/10, opining that &amp;quot;if a good 16-bit shooter is what you're looking for, you could do a lot better elsewhere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
===''Gunbird Special Edition''===&lt;br /&gt;
The [[PlayStation 2]] version of the game was based on the arcade version.&lt;br /&gt;
&lt;br /&gt;
===Cancelled PlayStation Portable remake===&lt;br /&gt;
A enhanced remake, titled ''Gunbird 2 Remix'' was announced by PM Studios for the [[PlayStation Portable]] in 2009. It was slated for an early 2010 release exclusively in digital format. However, no news has been heard since then, and it is considered [https://en.wikipedia.org/wiki/Vaporware vaporware].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://web.archive.org/web/20101222220738/http://www.avault.com/reviews/dreamcast/gunbird-2-dreamcast-review/&lt;br /&gt;
# http://www.gamespot.com/reviews/gunbird-2-review/1900-2588926/&lt;br /&gt;
# http://kotaku.com/5429093/pm-studios-brings-gunbird-2-to-the-psp/gallery/&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=524</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=524"/>
		<updated>2020-06-02T23:42:46Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=523</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=523"/>
		<updated>2020-06-02T20:45:28Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Created page with &amp;quot;==M== ===Memory shmup=== ''Also called '''Memorizer'''.''  A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=522</id>
		<title>Gunbird 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=522"/>
		<updated>2020-06-02T19:58:27Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Created page with &amp;quot;==Gameplay== There are seven stages in each game loop (two loops total). The first three stages are randomly chosen from possible four. At the second loop, enemies fire denser...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
There are seven stages in each game loop (two loops total). The first three stages are randomly chosen from possible four. At the second loop, enemies fire denser bullet patterns moving at faster speeds. Stage 2-1 takes place at the only stage not available in 1st loop, instead of the 1-1 counterpart. After completing the first loop with only one player, player can choose one of two choices for a wish with magic potion, with a unique ending for each choice. If 1st loop is completed with two players, a combination-specific ending is played.&lt;br /&gt;
&lt;br /&gt;
This was the first [[Psikyo]] shooter to feature medal-chaining: picking up 2000 point medals (when they flash) repeatedly results in a slight point increase and a coin chain, recorded separately from the score. This was later featured in ''[[Strikers 1945 III|Strikers 1945 III/Strikers 1999]]''.&lt;br /&gt;
&lt;br /&gt;
The arcade game supports both English and Japanese languages, chosen via arcade board dip switch settings. The language setting is Japanese if dip switches are set to Japanese, English otherwise.&lt;br /&gt;
&lt;br /&gt;
Two exclusive playable characters in the [[Sega Dreamcast]] port of ''Gunbird 2'', released in 2000, includes Morrigan Aensland from the ''[[Darkstalkers]]'' series and Aine from the ''[[Samurai Aces]]'' series. Other new features include Internet ranking, gallery, and voices during intermission.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
The game sucks. GameSpot's Steven Garrett rated it a 5.8/10, opining that &amp;quot;if a good 16-bit shooter is what you're looking for, you could do a lot better elsewhere.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
===''Gunbird Special Edition''===&lt;br /&gt;
The [[PlayStation 2]] version of the game was based on the arcade version.&lt;br /&gt;
&lt;br /&gt;
===Cancelled PlayStation Portable remake===&lt;br /&gt;
A enhanced remake, titled ''Gunbird 2 Remix'' was announced by PM Studios for the [[PlayStation Portable]] in 2009. It was slated for an early 2010 release exclusively in digital format. However, no news has been heard since then, and it is considered [https://en.wikipedia.org/wiki/Vaporware vaporware].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://web.archive.org/web/20101222220738/http://www.avault.com/reviews/dreamcast/gunbird-2-dreamcast-review/&lt;br /&gt;
# http://www.gamespot.com/reviews/gunbird-2-review/1900-2588926/&lt;br /&gt;
# http://kotaku.com/5429093/pm-studios-brings-gunbird-2-to-the-psp/gallery/&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=521</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=521"/>
		<updated>2020-06-02T19:33:52Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
It was followed by a sequel titled ''[[Battle Bakraid]]'' in 1999.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In addition to the player's main shot, picking up green Option power-ups will add up to four support pods to the craft. The formation of these Options can be changed to one of five presets and there are [[Battle Garegga#New Formations|additional secret formations that can be accessed by dropping a certain number of power-ups before picking up the next]]. Both shot and options are fired by holding the A button.&lt;br /&gt;
&amp;lt;!--Add the secret conditions for the additional secret formations--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon killing a regular enemy on the ground, a Small Bomber token will appear. Picking up enough of these gives the player one Large Bomber token, but the player can use their remaining Small Bombers without a Large Bomber in stock; the duration or strength of the bomb will merely be reduced according to the percentage of a full bomb that was used. Up to five Large Bombers can be in stock at any one time, after which each Small token is worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Power-ups drop in a set order from [[popcorn enemies]], along with Medals. Every time a Medal is collected, the next one that spawns will be worth more, from 100 to 10,000 points; however, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  Medals can also be found upon using a bomb on certain items of scenery.&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system called [[rank]] that will increase difficulty based on the actions of the player.  Uncontrolled increase of the game's rank can quickly turn it into a manic shooter.  Firing and powering up the main weapon, as well as picking up various items, will increase the difficulty of the game. Losing a life will decrease the difficulty (rank) of the game.  The fewer lives a player has when they die, the more rank is decreased, thus, the game rewards a player who doesn't stock up many lives at a time. Players are thus forced to keep themselves powered down, conserve shots, and lose lives on purpose in order to keep the last few stages of the game playable, though it is possible to finish the game in one life given an intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create flying debris, further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
The arcade release of Battle Garegga is played with an 8-directional joystick, and three buttons labelled “A”, “B”, and “C”. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
The player moves their ship with the joystick. The “A” button fires the ship’s main shot and the shot of any option drones collected. The “A” button may be tapped to fire a single shot or held down to automatically shoot a constant stream of bullets. The “B” button fires the ship’s special weapon if the player has collectible bomb ammunition in stock. The “C” button is used to change the formation of any option drones the player has collected.&lt;br /&gt;
&lt;br /&gt;
The autofire rate of the player’s ship may be adjusted in one of two ways. The first method is to tap the “A” button rapidly for a few seconds and then to stop firing briefly, whereupon the game will log the pattern of the player’s tapping and repeat this pattern when the “A” button is subsequently held. The second method is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.3 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. However, care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
Since there is no autofire dial on console controllers, the home console ports supply alternative means of changing the autofire rate. In the PS4/Xbox One port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons. After this is done, the player only needs to hold the shot button with their desired fire rate for approximately a second to set the autofire rate to the rate designated by the button pressed. It is recommended that the player also sets a button without an autofire rate to be held down as their primary shot button, since using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters slowdown, such as during stage transitions. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the PS4/Xbox One port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===New Formations===&lt;br /&gt;
'''Wide'''&lt;br /&gt;
During the game, let five Small-shot items pass. Pick up the Option item and you can now cover a wider shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Homing'''&lt;br /&gt;
During the game, let five Small Bomber items pass. Pick up the Option item and you will now have flags with more powerful homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Search'''&lt;br /&gt;
During the game, let five Option items pass. Pick up the next Option item and you will now have options with homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Shadow'''&lt;br /&gt;
During the game, let five Medals pass. Pick up the Option item and you will now have options following you which can fire upwards.&lt;br /&gt;
&lt;br /&gt;
===Access a Mahou Daisakusen character===&lt;br /&gt;
On the arcade version at the title the player must press Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start. But on the PS4 Rev.2016 version they must instead flip the switch in the menu.&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Superplay videos===&lt;br /&gt;
* [https://www.youtube.com/watch?v=lveMgVRJnBg Y.S.333]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=520</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=520"/>
		<updated>2020-06-02T19:19:21Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
It was followed by a sequel titled ''[[Battle Bakraid]]'' in 1999.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In addition to the player's main shot, picking up green Option power-ups will add up to four support pods to the craft. The formation of these Options can be changed to one of five presets and there are [[Battle Garegga#New Formations|additional secret formations that can be accessed by dropping a certain number of power-ups before picking up the next]]. Both shot and options are fired by holding the A button.&lt;br /&gt;
&amp;lt;!--Add the secret conditions for the additional secret formations--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon killing a regular enemy on the ground, a Small Bomber token will appear. Picking up enough of these gives the player one Large Bomber token, but the player can use their remaining Small Bombers without a Large Bomber in stock; the duration or strength of the bomb will merely be reduced according to the percentage of a full bomb that was used. Up to five Large Bombers can be in stock at any one time, after which each Small token is worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Power-ups drop randomly from [[popcorn enemies]], along with Medals. Every time a Medal is collected, the next one that spawns will be worth more, from 100 to 10,000 points; however, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  Medals can also be found upon using a bomb on certain items of scenery.&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system called [[rank]] that will increase difficulty based on the actions of the player.  Uncontrolled increase of the game's rank can quickly turn it into a manic shooter.  Firing and powering up the main weapon, as well as picking up various items, will increase the difficulty of the game. Losing a life will decrease the difficulty (rank) of the game.  The fewer lives a player has when they die, the more rank is decreased, thus, the game rewards a player who doesn't stock up many lives at a time. Players are thus forced to keep themselves powered down, conserve shots, and lose lives on purpose in order to keep the last few stages of the game playable, though it is possible to finish the game in one life given an intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create flying debris, further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
The arcade release of Battle Garegga is played with an 8-directional joystick, and three buttons labelled “A”, “B”, and “C”. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
The player moves their ship with the joystick. The “A” button fires the ship’s main shot and the shot of any option drones collected. The “A” button may be tapped to fire a single shot or held down to automatically shoot a constant stream of bullets. The “B” button fires the ship’s special weapon if the player has collectible bomb ammunition in stock. The “C” button is used to change the formation of any option drones the player has collected.&lt;br /&gt;
&lt;br /&gt;
The autofire rate of the player’s ship may be adjusted in one of two ways. The first method is to tap the “A” button rapidly for a few seconds and then to stop firing briefly, whereupon the game will log the pattern of the player’s tapping and repeat this pattern when the “A” button is subsequently held. The second method is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.3 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. However, care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
Since there is no autofire dial on console controllers, the home console ports supply alternative means of changing the autofire rate. In the PS4/Xbox One port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons. After this is done, the player only needs to hold the shot button with their desired fire rate for approximately a second to set the autofire rate to the rate designated by the button pressed. It is recommended that the player also sets a button without an autofire rate to be held down as their primary shot button, since using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters slowdown, such as during stage transitions. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the PS4/Xbox One port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===New Formations===&lt;br /&gt;
'''Search'''&lt;br /&gt;
During the game, let five Option items pass. Pick up the next Option item and you will now have flags with homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Shadow'''&lt;br /&gt;
During the game, let five Ratio Medallion items pass. Pick up the Option item and you will now have shadows following you which can fire upwards.&lt;br /&gt;
&lt;br /&gt;
'''Wide'''&lt;br /&gt;
During the game, let five Small-shot items pass. Pick up the Option item and you can now cover a wider shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Homing'''&lt;br /&gt;
During the game, let five Small Bomb items pass. Pick up the Option item and you will now have flags with more powerful homing capabilities.&lt;br /&gt;
&lt;br /&gt;
===Access a Mahou Daisakusen character===&lt;br /&gt;
On the arcade version at the title the player must press Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start. But on the PS4 Rev.2016 version they must instead flip the switch in the menu.&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi&amp;diff=512</id>
		<title>DoDonPachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi&amp;diff=512"/>
		<updated>2020-06-01T03:47:11Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi''''' (commonly abbreviated as '''DDP''') is the second entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups. It expanded upon the chaining system innovated in the [[DonPachi|first game]] in the series, and introduced a &amp;quot;variation system&amp;quot; that allowed you to pick two different styles of three ships (Shot and Laser types), giving the player a slightly higher degree of playstyle customization. DoDonPachi also introduced the True Last Boss, Hibachi, who would appear in all future ''DonPachi'' games to challenge skilled players.&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi'' was originally released in the arcades in 1997. It was later ported to the PlayStation and Sega Saturn home consoles. The console ports of ''DoDonPachi'' are considered inferior to the PCB / arcade version of the game, and are typically not played for score.&lt;br /&gt;
&lt;br /&gt;
[[File: Dodonpachi - 1 - Hitbox.jpg]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dodonpachi_-_1_-_Hitbox.jpg&amp;diff=511</id>
		<title>File:Dodonpachi - 1 - Hitbox.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dodonpachi_-_1_-_Hitbox.jpg&amp;diff=511"/>
		<updated>2020-06-01T03:46:24Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=509</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=509"/>
		<updated>2020-06-01T03:39:42Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
It was followed by a sequel titled ''[[Battle Bakraid]]'' in 1999.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In addition to the player's main shot, picking up green Option power-ups will add up to four support pods to the craft. The formation of these Options can be changed to one of five presets and there are [[Battle Garegga#New Formations|additional secret formations that can be accessed by dropping a certain number of power-ups before picking up the next]]. Both shot and options are fired by holding the A button.&lt;br /&gt;
&amp;lt;!--Add the secret conditions for the additional secret formations--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon killing a regular enemy on the ground, a Small Bomber token will appear. Picking up enough of these gives the player one Large Bomber token, but the player can use their remaining Small Bombers without a Large Bomber in stock; the duration or strength of the bomb will merely be reduced according to the percentage of a full bomb that was used. Up to five Large Bombers can be in stock at any one time, after which each Small token is worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Power-ups drop randomly from [[popcorn enemies]], along with Medals. Every time a Medal is collected, the next one that spawns will be worth more, from 100 to 10,000 points; however, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  Medals can also be found upon using a bomb on certain items of scenery.&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system called [[rank]] that will increase difficulty based on the actions of the player.  Uncontrolled increase of the game's rank can quickly turn it into a manic shooter.  Firing and powering up the main weapon, as well as picking up various items, will increase the difficulty of the game. Losing a life will decrease the difficulty (rank) of the game.  The fewer lives a player has when they die, the more rank is decreased, thus, the game rewards a player who doesn't stock up many lives at a time. Players are thus forced to keep themselves powered down, conserve shots, and lose lives on purpose in order to keep the last few stages of the game playable, though it is possible to finish the game in one life given an intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create flying debris, further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===New Formations===&lt;br /&gt;
'''Search'''&lt;br /&gt;
During the game, let five Option items pass. Pick up the next Option item and you will now have flags with homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Shadow'''&lt;br /&gt;
During the game, let five Ratio Medallion items pass. Pick up the Option item and you will now have shadows following you which can fire upwards.&lt;br /&gt;
&lt;br /&gt;
'''Wide'''&lt;br /&gt;
During the game, let five Small-shot items pass. Pick up the Option item and you can now cover a wider shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Homing'''&lt;br /&gt;
During the game, let five Small Bomb items pass. Pick up the Option item and you will now have flags with more powerful homing capabilities.&lt;br /&gt;
&lt;br /&gt;
===Access a Mahou Daisakusen character===&lt;br /&gt;
On the arcade version at the title the player must press Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start. But on the PS4 Rev.2016 version they must instead flip the switch in the menu.&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=508</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=508"/>
		<updated>2020-06-01T03:39:02Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
It was followed by a sequel titled ''[[Battle Bakraid]]'' in 1999.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In addition to the player's main shot, picking up green Option power-ups will add up to four support pods to the craft. The formation of these Options can be changed to one of five presets and there are [[Battle Garegga#Secrets|additional secret formations that can be accessed by dropping a certain number of power-ups before picking up the next]]. Both shot and options are fired by holding the A button.&lt;br /&gt;
&amp;lt;!--Add the secret conditions for the additional secret formations--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon killing a regular enemy on the ground, a Small Bomber token will appear. Picking up enough of these gives the player one Large Bomber token, but the player can use their remaining Small Bombers without a Large Bomber in stock; the duration or strength of the bomb will merely be reduced according to the percentage of a full bomb that was used. Up to five Large Bombers can be in stock at any one time, after which each Small token is worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Power-ups drop randomly from [[popcorn enemies]], along with Medals. Every time a Medal is collected, the next one that spawns will be worth more, from 100 to 10,000 points; however, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  Medals can also be found upon using a bomb on certain items of scenery.&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system called [[rank]] that will increase difficulty based on the actions of the player.  Uncontrolled increase of the game's rank can quickly turn it into a manic shooter.  Firing and powering up the main weapon, as well as picking up various items, will increase the difficulty of the game. Losing a life will decrease the difficulty (rank) of the game.  The fewer lives a player has when they die, the more rank is decreased, thus, the game rewards a player who doesn't stock up many lives at a time. Players are thus forced to keep themselves powered down, conserve shots, and lose lives on purpose in order to keep the last few stages of the game playable, though it is possible to finish the game in one life given an intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create flying debris, further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
===New Formations===&lt;br /&gt;
'''Search'''&lt;br /&gt;
During the game, let five Option items pass. Pick up the next Option item and you will now have flags with homing capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Shadow'''&lt;br /&gt;
During the game, let five Ratio Medallion items pass. Pick up the Option item and you will now have shadows following you which can fire upwards.&lt;br /&gt;
&lt;br /&gt;
'''Wide'''&lt;br /&gt;
During the game, let five Small-shot items pass. Pick up the Option item and you can now cover a wider shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Homing'''&lt;br /&gt;
During the game, let five Small Bomb items pass. Pick up the Option item and you will now have flags with more powerful homing capabilities.&lt;br /&gt;
&lt;br /&gt;
===Access a Mahou Daisakusen character===&lt;br /&gt;
On the arcade version at the title the player must press Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start. But on the PS4 Rev.2016 version they must instead flip the switch in the menu.&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=507</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=507"/>
		<updated>2020-06-01T03:17:08Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
It was followed by a sequel titled ''[[Battle Bakraid]]'' in 1999.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In addition to the player's main shot, picking up green Option power-ups will add up to four support pods to the craft. The formation of these Options can be changed to one of five presets and there are additional secret formations that can be accessed by dropping a certain number of power-ups before picking up the next. Both shot and options are fired by holding the A button.&lt;br /&gt;
&amp;lt;!--Add the secret conditions for the additional secret formations--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon killing a regular enemy on the ground, a Small Bomber token will appear. Picking up enough of these gives the player one Large Bomber token, but the player can use their remaining Small Bombers without a Large Bomber in stock; the duration or strength of the bomb will merely be reduced according to the percentage of a full bomb that was used. Up to five Large Bombers can be in stock at any one time, after which each Small token is worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Power-ups drop randomly from [[popcorn enemies]], along with Medals. Every time a Medal is collected, the next one that spawns will be worth more, from 100 to 10,000 points; however, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  Medals can also be found upon using a bomb on certain items of scenery.&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system called [[rank]] that will increase difficulty based on the actions of the player.  Uncontrolled increase of the game's rank can quickly turn it into a manic shooter.  Firing and powering up the main weapon, as well as picking up various items, will increase the difficulty of the game. Losing a life will decrease the difficulty (rank) of the game.  The fewer lives a player has when they die, the more rank is decreased, thus, the game rewards a player who doesn't stock up many lives at a time. Players are thus forced to keep themselves powered down, conserve shots, and lose lives on purpose in order to keep the last few stages of the game playable, though it is possible to finish the game in one life given an intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create flying debris, further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=315</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=315"/>
		<updated>2020-05-21T23:28:17Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Created page with &amp;quot;File:TButZIC.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TButZIC.png]]&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:TButZIC.png&amp;diff=314</id>
		<title>File:TButZIC.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:TButZIC.png&amp;diff=314"/>
		<updated>2020-05-21T23:27:01Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Hitboxes for various ships in Battle Garegga&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Hitboxes for various ships in Battle Garegga&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=313</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=313"/>
		<updated>2020-05-21T23:25:07Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Irem Software Engineering ==&lt;br /&gt;
'''Irem Software Engineering''' is a Japanese video game developer and publisher. They are primarily a developer for video game consoles, but have a history of releasing arcade games as well, the most notable being '''''Moon Patrol''''', '''''Kung-Fu Master''''', and the '''''[[R-Type series]]''''' of [[shooting game]]s. After the 2011 Tōhoku earthquake and tsunami, Irem closed its game development division in order to focus on pachinko and slot machine development. Some of the game developers moved on to form '''Granzella''', the company currently responsible for '''''R-Type Final 2''''' on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Shooting game]]s developed by Irem =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Mr. HELI no Daibōken/Battle Chopper - 1987 (JP only)&lt;br /&gt;
X Multiply - 1989 (JP only)&lt;br /&gt;
R-Type 2 - 1989 (JP) 1990 (world), partially ported to SNES as Super R-Type&lt;br /&gt;
Armed Police Unit Gallop/Cosmic Cop - 1991 (JP/NA)&lt;br /&gt;
Super R-Type - 1991 (NA/JP) 1992 (EU)&lt;br /&gt;
R-Type Leo - 1992 (world)&lt;br /&gt;
In the Hunt - 1993 (world)&lt;br /&gt;
R-Type III: The Third Lightning - 1993 (JP) 1994 (world)&lt;br /&gt;
R-Type Final - 2003 (JP) 2004 (world)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mr. HELI no Daibōken/Battle Chopper]]'' || 1987 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem (JP), Nintendo (NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X Multiply]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type 2]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Unit Gallop/Cosmic Cop]]'' || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super R-Type]]'' || 1991 || Irem (NA/JP/EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Leo]]'' || 1992 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In the Hunt]]'' || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type III: The Third Lightning]]'' || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || Irem (JP), Agetec (NA), Sony (EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Final]]'' || 2003 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=189</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=189"/>
		<updated>2020-05-19T00:29:23Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Mr. HELI no Daibōken/Battle Chopper - 1987 (JP only)&lt;br /&gt;
X Multiply - 1989 (JP only)&lt;br /&gt;
R-Type 2 - 1989 (JP) 1990 (world), partially ported to SNES as Super R-Type&lt;br /&gt;
Armed Police Unit Gallop/Cosmic Cop - 1991 (JP/NA)&lt;br /&gt;
Super R-Type - 1991 (NA/JP) 1992 (EU)&lt;br /&gt;
R-Type Leo - 1992 (world)&lt;br /&gt;
In the Hunt - 1993 (world)&lt;br /&gt;
R-Type III: The Third Lightning - 1993 (JP) 1994 (world)&lt;br /&gt;
R-Type Final - 2003 (JP) 2004 (world)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mr. HELI no Daibōken/Battle Chopper]]'' || 1987 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem, NA: Nintendo&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X Multiply]]'' || 1989 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type 2]]'' || 1989 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Unit Gallop/Cosmic Cop]]'' || 1991 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super R-Type]]'' || 1991 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Leo]]'' || 1992 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In the Hunt]]'' || 1993 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type III: The Third Lightning]]'' || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || JP: Irem, NA: Agetec, EU: Sony&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Final]]'' || 2003 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=107</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=107"/>
		<updated>2020-05-18T05:14:57Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Test template--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem, NA: Nintendo&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || JP: Irem, NA: Agetec, EU: Sony&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=93</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=93"/>
		<updated>2020-05-18T05:08:49Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable&amp;quot; |- ! Game !! Year !! Publisher(s) |- | ''R-Type'' || 1987 || Irem, NA: Nintendo |- | ''Image Fight'' || 1988 || Irem |- | ''R-Type Delt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem, NA: Nintendo&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || JP: Irem, NA: Agetec, EU: Sony&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Main_Page&amp;diff=91</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Main_Page&amp;diff=91"/>
		<updated>2020-05-18T05:03:59Z</updated>

		<summary type="html">&lt;p&gt;IrateIrem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the Hyper System wiki!&amp;lt;/strong&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is a wiki that is currently in development, assigned with the task of finding, verifying, and archiving information about various games in the [[shooting game|shoot-em-up]] category of games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Eventually, this wiki will contain accurate information about '''every shooting game made by every developer'''! &lt;br /&gt;
&lt;br /&gt;
But for now, ''let's take it slow''...&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A starter list of notable developers in the shoot-em-up genre:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[CAVE]] || [[Irem]]&lt;br /&gt;
| [[Konami]] || [[Milestone]] || [[NMK]]&lt;br /&gt;
| [[Psikyo]] || [[Raizing]] || [[Seibu Kaihatsu]]&lt;br /&gt;
| [[Taito]] || [[Takumi]]&lt;br /&gt;
| [[Toaplan]] || [[Treasure]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;''Wiki created by [[:User:CHA-STG|CHA-STG]], May 2020.''&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>IrateIrem</name></author>
		
	</entry>
</feed>