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	<updated>2026-04-17T20:06:16Z</updated>
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		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33981</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33981"/>
		<updated>2025-04-02T09:58:59Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our bases were almost completely occupied by enemy forces. Finally, we asked him for a mission, hoping he would be able to save our lives. People called him “flying shark.&amp;quot; &amp;quot;&lt;br /&gt;
戦乱は末期をむかえ我が軍の基地はほぼ敵軍に占領されてしまった。 そして我々は起死回生を託してついに彼に任務を依頼した。 人は彼を'飛翻鮫“と呼ぶ。 . &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33980</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33980"/>
		<updated>2025-04-02T09:20:25Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Theories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33979</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33979"/>
		<updated>2025-04-02T09:20:11Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Theories ==&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Chinese Civil War with the Flying Shark being part of an independent non communist or capitalist community which recovers terrain for his people while destroying NATO (French/United States) armies and Soviet Union (Chinese/Russian) armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1946-1949 by both military forces of the Soviet Union and the United States forces (Nationalistic Forces) using old assets from both wars for the end of the Chinese Civil War and the start of the Vietnam War, this is congruent by the Japanese participation in the war which means that this inspiration was ever present in the minds of japanese citzens who lived close to this time period like the Toaplan Staff.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33978</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33978"/>
		<updated>2025-04-02T06:54:37Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Theories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Theories ==&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Chinese Civil War with the Flying Shark being part of an independent non communist or capitalist community which recovers terrain for his people while destroying NATO (French/United States) armies and Soviet Union (Chinese/Russian) armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1946-1949 by both military forces of the Soviet Union and the United States forces (Nationalistic Forces) using old assets from both wars for the end of the Chinese Civil War and the start of the Vietnam War, this is congruent by the Japanese participation in the war which means that this inspiration was ever present in the minds of japanese citzens who lived close to this time period like the Toaplan Staff.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33977</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33977"/>
		<updated>2025-04-02T06:49:32Z</updated>

		<summary type="html">&lt;p&gt;Jheng: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Theories ==&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Chinese Civil War with the Flying Shark being part of an independent non communist or capitalist community which recovers terrain for his people while destroying NATO (French/United States) armies and Soviet Union armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1946-1949 by both military forces of the Soviet Union and the United States forces (Nationalistic Forces) using old assets from both wars for the end of the Chinese Civil War and the start of the Vietnam War, this is congruent by the Japanese participation in the war which means that this inspiration was ever present in the minds of japanese citzens who lived close to this time period like the Toaplan Staff.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33976</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33976"/>
		<updated>2025-04-02T06:47:50Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33975</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33975"/>
		<updated>2025-04-02T06:46:31Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Chinese Civil War with the Flying Shark being part of an independent non communist or capitalist community which recovers terrain for his people while destroying NATO (French/United States) armies and Soviet Union armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1946-1949 by both military forces of the Soviet Union and the United States forces (Nationalistic Forces) using old assets from both wars for the end of the Chinese Civil War and the start of the Vietnam War, this is congruent by the Japanese participation in the war which means that this inspiration was ever present in the minds of japanese citzens who lived close to this time period like the Toaplan Staff.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33974</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33974"/>
		<updated>2025-04-02T06:39:11Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Chinese Civil War with the Flying Shark being part of an independent non communist or capitalist community which recovers terrain for his people while destroying United States and Soviet Union armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1946-1949 by both military forces of the Soviet Union and the United States forces (Nationalistic Forces) using old assets from both wars for the end of the Chinese Civil War and the start of the Vietnam War, this is congruent by the Japanese participation in the war which means that this inspiration was ever present in the minds of japanese citzens who lived close to this time period like the Toaplan Staff.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33973</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33973"/>
		<updated>2025-04-02T06:35:03Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Chinese Civil War with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying Soviet Union and United States armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1946-1949 by both military forces of the Soviet Union and the United States forces (Nationalistic Forces) using old assets from both wars for the end of the Chinese Civil War and the start of the Vietnam War, this is congruent by the Japanese participation in the war which means that this inspiration was ever present in the minds of japanese citzens who lived close to this time period like the Toaplan Staff.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33972</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33972"/>
		<updated>2025-04-02T06:33:10Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Vietnam war with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying Soviet Union and United States armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1946-1949 by both military forces of the Soviet Union and the United States forces (Nationalistic Forces) using old assets from both wars for the end of the Chinese Civil War and the start of the Vietnam War, this is congruent by the Japanese participation in the war which means that this inspiration was ever present in the minds of japanese citzens who lived close to this time period like the Toaplan Staff.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33971</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33971"/>
		<updated>2025-04-02T06:23:20Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Vietnam war with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying Soviet Union and United States armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1955-1963 by both military forces of the Soviet Union and the United States using old assets from both wars for the start of the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33970</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33970"/>
		<updated>2025-04-02T06:15:52Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the gameplay and inspiration a reenactment of the Vietnam war with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying Soviet Union and United States armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1955-1963 by both military forces of the Soviet Union and the United States using old assets from both wars for the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33969</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33969"/>
		<updated>2025-04-02T06:14:52Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the game background and inspiration a reenactment of the Vietnam war with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying Soviet Union and United States armies.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1955-1963 by both military forces of the Soviet Union and the United States using old assets from both wars for the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33968</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33968"/>
		<updated>2025-04-02T06:14:04Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the game background and inspiration a reenactment of the Vietnam war with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying soviet and american battleships.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1955-1963 by both military forces of the Soviet Union and the United States using old assets from both wars for the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33967</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33967"/>
		<updated>2025-04-02T06:10:16Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the game background and inspiration a reenactment of the Vietnam war with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying soviet and american battleships.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1960 by both military forces of the Soviet Union and the United States using old assets from both wars for the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33966</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33966"/>
		<updated>2025-04-02T06:09:31Z</updated>

		<summary type="html">&lt;p&gt;Jheng: /* Story and Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &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;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The story of Flying Shark is sparse and minimal with the game only explaining on his flyer the context of it&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our base was almost completely occupied by enemy forces. We finally asked him to take on a mission, hoping for a chance of survival. People called him “Flying Shark&amp;quot; &amp;quot;. &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is by the game background and inspiration a reenactment of the Vietnam war with the Flying Shark being an independent non communist or capitalist branch which recovers terrain for his people while destroying soviet and american battleships.&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology. This in turn shows that the game is set in 1960 by both military forces of the Soviet Union and the United States using old assets from both wars for the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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 [[(Template Page)/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;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28727</id>
		<title>Steel Empire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28727"/>
		<updated>2024-03-31T20:26:14Z</updated>

		<summary type="html">&lt;p&gt;Jheng: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Steel Empire'''/'''Koutetsu Teikoku''' is a horizontally scrolling shooter game released originally on the Sega Mega Drive/Sega Genesis in 1992, on the Game Boy Advance on 2004, on the 3DS and on PC in 2014 and released on Nintendo Switch in 2024. Developed by HOT・B on the Sega Mega Drive/Sega Genesis, the Game Boy Advance and on PC and ported to 3DS and Nintendo Switch by Mebius.&lt;br /&gt;
Steel empire is in general recognized by his steampunk aesthetic and being a good beginners game for people not accustomed to the genre with a high difficulty mode for people who desire a harder experience. &lt;br /&gt;
&lt;br /&gt;
=== Gameplay Overview ===&lt;br /&gt;
Steel Empire uses 8 way movement, a bomb button, a left shoot button and a right shoot button.&lt;br /&gt;
Steel Empire is recognized specifically in gameplay by his health bar, his changing shot directions, his offensive movement strategy, his original leveling system and his ship choice system, Steel Empire has the interesting gameplay aspect of a health bar which in comparison to most shmups which any damage causes a life loss generates a ship which can resist depending of the difficulty a number of hits depending of the type of object/bullet hit.&lt;br /&gt;
=== Story ===&lt;br /&gt;
=== Controls ===&lt;br /&gt;
=== Ship Choices ===&lt;br /&gt;
=== Stages ===&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
=== Trivia ===&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28726</id>
		<title>Steel Empire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28726"/>
		<updated>2024-03-31T20:08:20Z</updated>

		<summary type="html">&lt;p&gt;Jheng: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Steel Empire'''/'''Koutetsu Teikoku''' is a horizontally scrolling shooter game released originally on the Sega Mega Drive/Sega Genesis in 1992, on the Game Boy Advance on 2004, on the 3DS and on PC in 2014 and released on Nintendo Switch in 2023. Developed by HOT・B on the Sega Mega Drive/Sega Genesis, the Game Boy Advance and on PC and ported to 3DS and Nintendo Switch by Mebius.&lt;br /&gt;
Steel empire is in general recognized by his steampunk aesthetic and being a good beginners game for people not accustomed to the genre with a high difficulty mode for people who desire a harder experience. &lt;br /&gt;
&lt;br /&gt;
=== Gameplay Overview ===&lt;br /&gt;
Steel Empire uses 8 way movement, a bomb button, a left shoot button and a right shoot button.&lt;br /&gt;
Steel Empire is recognized specifically in gameplay by his health bar, his changing shot directions, his offensive movement strategy, his original leveling system and his ship choice system, Steel Empire has the interesting gameplay aspect of a health bar which in comparison to most shmups which any damage causes a life loss generates a ship which can resist depending of the difficulty a number of hits depending of the type of object/bullet hit.&lt;br /&gt;
=== Story ===&lt;br /&gt;
=== Controls ===&lt;br /&gt;
=== Ship Choices ===&lt;br /&gt;
=== Stages ===&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
=== Trivia ===&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28725</id>
		<title>Steel Empire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28725"/>
		<updated>2024-03-31T20:07:33Z</updated>

		<summary type="html">&lt;p&gt;Jheng: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Steel Empire'''/'''Koutetsu Teikoku''' is a horizontally scrolling shooter game released originally on the Sega Mega Drive/Sega Genesis in 1992, on the Game Boy Advance on 2004, on the 3DS and on PC in 2014 and released on Nintendo Switch in 2023. Developed by HOT・B on the Sega Mega Drive/Sega Genesis, the Game Boy Advance and on PC and ported to 3DS and Nintendo Switch by Mebius.&lt;br /&gt;
Steel empire is in general recognized by his steampunk aesthetic and being a good beginners game for people not accustomed to the genre. &lt;br /&gt;
&lt;br /&gt;
=== Gameplay Overview ===&lt;br /&gt;
Steel Empire uses 8 way movement, a bomb button, a left shoot button and a right shoot button.&lt;br /&gt;
Steel Empire is recognized specifically in gameplay by his health bar, his changing shot directions, his offensive movement strategy, his original leveling system and his ship choice system, Steel Empire has the interesting gameplay aspect of a health bar which in comparison to most shmups which any damage causes a life loss generates a ship which can resist depending of the difficulty a number of hits depending of the type of object/bullet hit.&lt;br /&gt;
=== Story ===&lt;br /&gt;
=== Controls ===&lt;br /&gt;
=== Ship Choices ===&lt;br /&gt;
=== Stages ===&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
=== Trivia ===&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28724</id>
		<title>Steel Empire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Steel_Empire&amp;diff=28724"/>
		<updated>2024-03-31T19:52:30Z</updated>

		<summary type="html">&lt;p&gt;Jheng: An steel empire wiki page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Steel Empire'''/'''Koutetsu Teikoku''' is a horizontally scrolling shooter game released originally on the Sega Mega Drive/Sega Genesis in 1992, on the Game Boy Advance on 2004, on the 3DS and on PC in 2014 and released on Nintendo Switch in 2023. Developed by HOT・B on the Sega Mega Drive/Sega Genesis, the Game Boy Advance and on PC and ported to 3DS and Nintendo Switch by Mebius&lt;/div&gt;</summary>
		<author><name>Jheng</name></author>
		
	</entry>
</feed>