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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jotamide</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jotamide"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/Jotamide"/>
	<updated>2026-04-17T03:29:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Jotamide&amp;diff=13974</id>
		<title>User:Jotamide</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Jotamide&amp;diff=13974"/>
		<updated>2022-01-07T04:06:28Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Jotamide/sandbox|Sandbox]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dodonpachi_Saidaioujou&amp;diff=13973</id>
		<title>Dodonpachi Saidaioujou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dodonpachi_Saidaioujou&amp;diff=13973"/>
		<updated>2022-01-07T04:04:59Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DoDonPachi SaiDaiOuJou]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Euroshmups&amp;diff=9253</id>
		<title>Euroshmups</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Euroshmups&amp;diff=9253"/>
		<updated>2021-04-26T23:21:50Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Euroshmup is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
The bad name is for the specific period around the 80s. The gaming industry in Europe was quite small, focused on micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and had little to no experience in game development compared to their japanese counterparts.&lt;br /&gt;
&lt;br /&gt;
Those games were made by people who didn't necessarily have the same kind of understanding and experience of tighter arcade shmups, and as a result, there are several &amp;quot;features'' in them that can be usually seen as big flaws for a shmup fan that's used to arcade games.&lt;br /&gt;
&lt;br /&gt;
For this reason, european games that weren't up to the competition and became marked by their design flaws.&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
&lt;br /&gt;
* Ship physics / Ship momentum (inertia)&lt;br /&gt;
* Player shields / Health bars&lt;br /&gt;
* Unavoidable dangers (which are meant to be absorbed with health bars or shields)&lt;br /&gt;
* No bullet patterns / Only simple aimed bullets&lt;br /&gt;
* Limited weapon ammo, which usually also introduces shops and money management into the game&lt;br /&gt;
* Lack of complex enemy ship AI such as ships that curve around the screen&lt;br /&gt;
* Extremely high enemy HP&lt;br /&gt;
* Very slow player bullets&lt;br /&gt;
* Huge number of levels often with little variation between them&lt;br /&gt;
* No scoring systems&lt;br /&gt;
&lt;br /&gt;
Other examples of these features include Weak firepower (leading to unsatisfying enemy encounters), overly simplistic enemy behavior and level design (leading to less exciting gameplay experience), use of healthbars (replacing the life/extend system) and in-game shops as a crutch to make players be able to beat otherwise barely possible levels, overly big player hitboxes.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Some examples of “euroshmups”:&lt;br /&gt;
*Tyrian (Epic Megagames, DOS, 1995)&lt;br /&gt;
*Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994)&lt;br /&gt;
*Jets'n'Guns (Rake in Grass, Windows, 2004)&lt;br /&gt;
*Sine Mora (Digital Reality, Windows, 2012)&lt;br /&gt;
*Sky Force (Infinite Dreams, Symbian, 2004)&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mushihimesama_Futari&amp;diff=9252</id>
		<title>Mushihimesama Futari</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mushihimesama_Futari&amp;diff=9252"/>
		<updated>2021-04-26T23:11:40Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added second ref to original source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mushimesama Futari Logo.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mushihimesama Futari&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki &amp;lt;br&amp;gt; Kimihiro Abe&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|art = Hideki Nomura&lt;br /&gt;
|&lt;br /&gt;
|releasedate = October 27, 2006&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mushihimesama Futari (''虫姫さまふたり'' literally ''Bug Princess Duo'') is a vertical scrolling shooting game released in arcades by [[CAVE]] in 2006.  It is a sequel to [[Mushihimesama]] (虫姫さま) which was released in 2004.  In addition to ''Reco'', the player character of the first game, it features the addition of a second player character called ''Palm''.  After a short life in arcades the original version 1.0 was replaced with an upgraded 1.5 version featuring numerous gameplay changes and enhancements.  A more extensively modified version, ''Mushihimesama Futari Black Label'' was also released to arcades in 2007.  A slightly easier revision of ''Black Label'', subtitled ''Another Version'', was also developed, and may have been originally intended for international release{{unconfirmed}}.  The game was ported to the XBOX 360 by [[M2]] in 2009.  It included version 1.5 with ''Black Label'' available as DLC, in addition to exclusive Arrange and Novice modes.  A 1.01 version based heavily on version 1.0 with minor changes was produced in 2007 but was not widely released in arcades.  It was included as a bonus DLC code in limited editions of the XBOX 360 port.&lt;br /&gt;
&lt;br /&gt;
The game features three modes to choose from.  Like the original '[[Mushihimesama]]', ''Original Mode'' features few in number but fast moving bullets and a simple scoring system, while ''Maniac Mode'' has greater in number but slower moving bullets and a more complex scoring system.  Much like the first game in the series, ''Ultra Mode'' aims for an exceptionally high difficulty level with an extreme number of bullets.  Unlike the first game the scoring system of ''Ultra Mode'' is based on the simpler ''Original Mode'' system rather than a duplication of the ''Maniac Mode'' system.  In ''Black Label'', however, 'Ultra Mode' is absent and is replaced instead with ''God Mode'', which features a more manageable difficulty level, with often simplified versions of enemy attacks from ''Ultra Mode'', and an enhanced version of the ''Maniac Mode'' scoring system.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Joystick Three Button.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Wide shot&lt;br /&gt;
* '''A (Hold):''' Focus shot&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''C (Hold)''' Wide shot (autofire)&lt;br /&gt;
&lt;br /&gt;
While using focus shot, movement speed is reduced. &lt;br /&gt;
If both A and C are held A takes precedence.  An often used technique is to hold both buttons and release the A button to seamlessly transition from laser to rapid shot.  &lt;br /&gt;
&lt;br /&gt;
Tapping A and holding C both have the same effect and will produce an autofire stream of rapid shot.  Tapping C on the other hand has two functions: it will produce a momentary burst of fire, and will also set the rate of autofire to be used when using the normal rapid shot.  Tapping C also resets the lasers shot by Reco's options and this can be used to manage damage output in some situations.&lt;br /&gt;
&lt;br /&gt;
Use of a bomb will grant temporary invulnerability and erase all enemy bullets throughout its duration.&lt;br /&gt;
&lt;br /&gt;
== Console Release Notes ==&lt;br /&gt;
&lt;br /&gt;
'''Xbox 360'''&lt;br /&gt;
&lt;br /&gt;
* Physical Release? - Yes&lt;br /&gt;
* Region Locked? - No&lt;br /&gt;
* Arranged Modes - Yes: 'Arrange', 'Novice' [http://www.hardcoregaming101.net/mushihime-sama-futari/]&lt;br /&gt;
* Online Leaderboards? - Yes &lt;br /&gt;
* Tate Option? - Yes&lt;br /&gt;
* Original Arcade Graphics - Yes in Version 1.5 'Arcade' mode (and Xbox 360 can be forced to output 4:3 ratio at 480p)&lt;br /&gt;
* Internal Scanlines Generator: Yes- 'Picture Setting D' :)&lt;br /&gt;
* Graphical Filters: This release has a huge variety of graphical options!&lt;br /&gt;
* Training mode - Yes&lt;br /&gt;
* Training Mode Configuration:&lt;br /&gt;
 - Save States - No&lt;br /&gt;
 - Level Select - Yes&lt;br /&gt;
 - Customise Resources - Yes, all.&lt;br /&gt;
 - Save multiple sets of training configurations - No&lt;br /&gt;
 - Boss Fight Select - Yes :)&lt;br /&gt;
 - Mid Boss Fight Select - No&lt;br /&gt;
 - Save Training Run Replays - No&lt;br /&gt;
* Replay Mode - Yes (&amp;amp; can download high scoring replays from Leaderboards)&lt;br /&gt;
* Replay Options:&lt;br /&gt;
 - Can slow playback to 1/16 speed.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
==== Unlocking Ultra Mode in Version 1.0 ====&lt;br /&gt;
----&lt;br /&gt;
In the original version 1.0 Ultra mode was hidden by default.  In order to unlock it a code must be entered:&lt;br /&gt;
After inserting a coin, '''hold A, B, and C''' on the '''2nd player controls''' and input the following combination on the '''1st player controls''':&lt;br /&gt;
&lt;br /&gt;
'''→, C,　B, ↑, ↓, ←, B, A, C, A'''&amp;lt;ref&amp;gt;http://cave-stg.com/forum/index.php?topic=371.msg6006#msg6006&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=72aArwdibz8&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sound effect will play upon successful activation and Ultra mode will become available in the mode select menu.&lt;br /&gt;
&lt;br /&gt;
==== Always face Spiritual Larsa in God Mode ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In Black Label, the true last boss, ''Spiritual Larsa'' is normally only accessible by completing the game on ''God Mode'', the highest difficulty, without losing a single life, including defeating the standard final boss, ''Dragon Emperion''.  However, on the arcade platform there exists a code that removes this no-death requirement, enabling the player always to encounter ''Spiritual Larsa'' at the end of ''God Mode''.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:  ONCE ACTIVATED THE CODE WILL BE PERMANENTLY IN EFFECT AND CANNOT BE UNDONE''' &amp;lt;br/&amp;gt;&lt;br /&gt;
In order to activate, first insert a coin, then while holding the '''B''' button on the '''1st player controls''', input the following combination on the '''2nd player controls''':&lt;br /&gt;
&lt;br /&gt;
'''B, B, ↓, ↓, C, ↑, A, C, ←, A, →, B'''&amp;lt;ref&amp;gt;https://www.cave.co.jp/gameonline/mushihime2/topics/BL_info.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sound effect will play upon successful entry, and ''Spiritual Larsa'' will always appear upon defeating ''Dragon Emperion'' at the end of ''God Mode'' whether the player has died or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shot Types ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each of the two playable characters has two shot types to choose from, ''Normal'' and ''Abnormal''.  The Normal types tend to be weaker in power than the Abnormal Types but more mechanically conventional and easier to use.  Unlike other versions of the game, Black Label features only two shot types, one for each character.  They can loosely be considered an amalgamation of the ''Normal'' and ''Abnormal'' shot types from version 1.5.  The two characters also have different bombs that function differently.  &lt;br /&gt;
&lt;br /&gt;
==== Reco ====&lt;br /&gt;
&lt;br /&gt;
Reco's bomb is similar to the bomb in the first ''[[Mushihimesama]]'' game.  It is thrown towards a target where it then explodes.  The damage is concentrated within a small area and the bomb can be aimed to some extent by moving in the direction to be thrown towards.  Like the original game, the bomb will bounce off the edges of the screen which can cause it to miss its intended target.&lt;br /&gt;
&lt;br /&gt;
===== Normal =====&lt;br /&gt;
&lt;br /&gt;
''Normal Reco'''s weapons make reference to two of the weapons in the original ''Mushihimesama'' game.  The rapid shot is based on the ''W Power'' weapon, being a wide shot that expands in range as power increases.  The options fire lasers and are positioned at the sides of the player, in a similar way to the ''Formation'' option style in the first game. &lt;br /&gt;
&lt;br /&gt;
The laser is based on the ''S Power'' weapon from the first game, being a forward aiming weapon that isn't a true laser, but consists of individual bullets like the rapid shot.&lt;br /&gt;
&lt;br /&gt;
''Normal Reco'' has the slowest non-laser movement speed in the game, which can sometimes be a disadvantage when a high degree of mobility is required to deal with enemies or their attacks.  The movement speed while using laser is shared with [[#Abnormal_2|Abnormal Palm]], and is also the slowest laser speed in the game, allowing for accurate movement between tightly spaced bullets.&lt;br /&gt;
&lt;br /&gt;
The Laser of this shot type is the second weakest of the four shot types.  This can prolong boss fights allowing them to progress to much more dangerous attacks and make it much harder to survive.  The laser also has quite a narrow range, which can make dealing damage to crucical targets difficult while being continually pushed away by threats. However the rapid shot has an extremely wide range making this shot type very useful for dealing with the large swarms of enemies that often appear around the entire screen during the later stages of the game.&lt;br /&gt;
&lt;br /&gt;
===== Abnormal =====&lt;br /&gt;
&lt;br /&gt;
This is the most difficult of the four shot types to make effective use of.  ''Abnormal Reco''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot is similar in range to 'Normal Reco'&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot, but is much stronger and can deal a large amount of damage to enemies at point blank range.  In contrast to ''Normal Reco'', the option formation is based on the ''Trace'' style from the first ''[[Mushihimesama]]'' game, following along with the movement path of the player in a snake-like pattern reminiscient of the [[Gradius]] series from [[Konami]].&lt;br /&gt;
&lt;br /&gt;
The laser is somewhat more powerful than its normal counterpart, but making effective use of it is difficult.  The majority of damage comes from the options which must be locked onto the target by placing them within a very close range.  This carries a high level of risk, and failure to attach enough options to a target will severely reduce the damage output.&lt;br /&gt;
&lt;br /&gt;
Compounding the difficulty in making effective use of the laser is the eccentricity of the movement speeds of this shot type.  The movement speeds are essentially inverted, with the speed while using laser being the fastest movement speed available in the game.  The movement speed while not using laser is far slower while still being faster than the laser speed of any other shot type.  This makes ''Abnormal Reco'' the fastest shot type of the four.  Laser must be used with all options locked onto the target in order to deal effective damage at long range.  This means use of the laser is essential while fighting bosses, but this also means that attacks must be dodged while dealing with the extreme movement speed, requiring a high degree of precision.  The laser movement speed makes dodging certain attacks so dangerous that sometimes a significant amount of damage output must be sacrificed by switching to the slower rapid shot in order to navigate the enemy attacks.  This shot type is the least score efficient of the four shot types by far, purely because its unusual mechanics often interfere heavily with optimal scoring technique.  &lt;br /&gt;
&lt;br /&gt;
===== Black Label =====&lt;br /&gt;
&lt;br /&gt;
Reco's Black Label shot type is most similar to the [[#Abnormal|Abnormal]] variant from 1.5.  The range from which the options can lock onto a target has been greatly extended, making it much easier to deal effective damage to durable enemies, and the damage of the laser has been greatly increased.  The movement speeds have been returned to a much more conventional arrangement, with the laser speed being considerably slower.  Reco's rapid shot speed is somewhat slower than [[#Black Label_2|Palm's]] but her laser speed is somewhat faster.&lt;br /&gt;
&lt;br /&gt;
==== Palm ====&lt;br /&gt;
&lt;br /&gt;
Palm's bomb behaves very differently to [[#Reco|Reco's]].  It deals similar damage but instead of being concentrated within the area of the explosion radiates outwards from the explosion, the damage being more evenly distributed throughout the screen.  This means that it will instantly remove any enemy of sufficiently low HP from the screen, regardless of its position, wheras [[#Reco|Reco's]] bomb will only damage targets in its immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
===== Normal =====&lt;br /&gt;
&lt;br /&gt;
''Normal Palm''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot is fairly powerful, though not as powerful as [[#Abnormal|Abnormal Reco's]] rapid shot when used at close range.  As it is a straight angled shot proximity does not have as significant an effect on damage output as Reco's rapid shot types.&lt;br /&gt;
&lt;br /&gt;
''Normal Palm'''s laser is by far the weakest laser in the game, being not much more damaging than the rapid shot.  While the two weapons being so close in damage can seem to make switching between them for scoring purposes much simpler, the weak laser greatly prolongs boss fights, and makes timing destructions for optimal bullet cancels extremely difficult.  The vast majority of damage is concentrated in the central laser, with the smaller lasers coming from the options contributing essentially negligible damage.  Despite this, the firing angle of the option lasers can be adjusted through vertical movement, with the lasers fanning out as the player moves up, and contracting as the player moves down.  Diagonal movement however will not have any effect on the angles of the option lasers.&lt;br /&gt;
&lt;br /&gt;
''Normal Palm'' moves considerably faster than [[#Normal|Normal Reco]], both when using laser and not using laser.  This is advantageous in the latter case but the higher laser speed makes precision of movement more difficult while dodging bullet-heavy enemy attacks.&lt;br /&gt;
&lt;br /&gt;
===== Abnormal =====&lt;br /&gt;
&lt;br /&gt;
In version 1.5, ''Abnormal Palm'''s main advantage is power, as this shot type possesses the most damaging laser in the game.  This makes it by far the best shot type for dealing with bosses, as the bosses will often be destroyed before having the chance to use some of their most dangerous attacks.  The high damage output also provides a scoring advantage as it grants a high degree of flexibility in the timing of bullet cancels.  In addition to extremely high damage, the laser has a wide range of attack as it will automatically lock onto nearby targets, allowing the player to move freely while still dealing damage.&lt;br /&gt;
&lt;br /&gt;
In contrast, this shot type has the weakest rapid shot, both in terms of damage and range.  The rapid shot follows an unusual path, becoming thinner the further it travels.  The horizontal range of the shot is therefore much greater at close range, making it the polar opposite of either of Reco's rapid shots.  Because of the poor range of the rapid shot, stages require more planning to navigate with this shot type.&lt;br /&gt;
&lt;br /&gt;
While not using laser, this shot type moves at the same speed as [[#Normal_2|Normal Palm]], sharing with it the fastest non-laser movement speed in the game, and the second fastest overall movement speed after [[#Abnormal|Abnormal Reco's]] laser movement speed.  Its laser movement speed is shared with [[#Normal|Normal Reco]], being slower than [[#Normal_2|Normal Palm's]] laser movement speed, and the slowest overall movement speed in the game, allowing for precise movement while dodging.&lt;br /&gt;
&lt;br /&gt;
In version 1.0, this shot type was very different.  The laser's damage was considerably weaker, although still stronger than the other shot types' lasers.  The non-laser movement speed was slower than even [[#Normal|Normal Reco's]], and the locking range of the laser was much smaller, making this shot type far more difficult to use and less effective in versions 1.0 and 1.01.&lt;br /&gt;
&lt;br /&gt;
===== Black Label =====&lt;br /&gt;
&lt;br /&gt;
Palm in Black Label moves faster when not using laser than either of his 1.5 counterparts, while retaining the [[#Abnormal_2|Abnormal]] laser speed, whereas [[#Black Label|Reco]] moves slightly faster than Palm when using laser.  The laser itself is a combination of the [[#Normal_2|Normal]] laser, albeit considerably increased in power, and the locking behaviour of the [[#Abnormal_2|Abnormal]] laser.  The option lasers still deal negligible damage as with [[#Normal_&amp;quot;|Normal Palm]] in version 1.5, and vertical movement still expands and contracts the angles of the option lasers, however the angles now automatically contract while not moving.  The rapid shot is very similar to its [[#Normal_2|Normal]] counterpart in 1.5, with the addition of the [[#Abnormal_2|Abnormal]] type's lightning that locks onto nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
All excess items are worth 10000 points .&lt;br /&gt;
&lt;br /&gt;
==== Power Up ====&lt;br /&gt;
&lt;br /&gt;
Increases power level up to seven times.  The increase in power level is permanent and power is not reduced when a life is lost or through any other means.  There are eight power up items in the game in total, with all but one of these being necessary to reach maximum power.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Item ====&lt;br /&gt;
&lt;br /&gt;
Increases bomb stock by one.  A maximum of six bombs can be carried.  In most versions of the game there are four bomb items available throughout the game, usually appearing towards the end of a stage before a boss.  In the original version 1.0 (but not version 1.01) only two bomb items appear in the entirety of the game.&lt;br /&gt;
&lt;br /&gt;
==== 1UP ====&lt;br /&gt;
&lt;br /&gt;
Increases life stock by one.  There is only one of these in the game, appearing in stage 5.  It is contained in a house shortly after the midboss.  In order to obtain the 1UP, the house must be destroyed while a bomb is not being used.  Even if the bomb itself does not destroy the house, simply having a bomb in use is enough to disqualify from receiving the 1UP.  In Novice Ultra mode exclusively this house contains two 1UPs.&lt;br /&gt;
&lt;br /&gt;
==== Max Power ====&lt;br /&gt;
&lt;br /&gt;
Appears only after having used a continue.  Immediately increases the current power level to maximum.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Version 1.5 ====&lt;br /&gt;
Rank plays the most prominent role in Original mode.  The general rank formula is as follows:&lt;br /&gt;
&lt;br /&gt;
base + bombs*4 + power*2 + framecount/256&lt;br /&gt;
&lt;br /&gt;
The result is capped at a value depending on the specific mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original &lt;br /&gt;
| 208 &lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 232 &lt;br /&gt;
|-&lt;br /&gt;
! Ultra &lt;br /&gt;
| 248&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base value is specific to each stage within each mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| !colspan=&amp;quot;5&amp;quot;|Stage&lt;br /&gt;
! 1 &lt;br /&gt;
! 2 &lt;br /&gt;
! 3 &lt;br /&gt;
! 4 &lt;br /&gt;
! 5&lt;br /&gt;
|-&lt;br /&gt;
! Original &lt;br /&gt;
| 12 &lt;br /&gt;
| 44 &lt;br /&gt;
| 72 &lt;br /&gt;
| 60 &lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 128 &lt;br /&gt;
| 136 &lt;br /&gt;
| 144 &lt;br /&gt;
| 240 &lt;br /&gt;
| 240&lt;br /&gt;
|-&lt;br /&gt;
! Ultra &lt;br /&gt;
| 208 &lt;br /&gt;
| 224 &lt;br /&gt;
| 240 &lt;br /&gt;
| 255 &lt;br /&gt;
| 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Comparing the base values with the maximum values it can be seen that rank is always at the maximum from stage 4 in the Maniac and Ultra modes.  Original mode has the widest range between the minimum and maximum values so the additional factors have a much more significant impact on the final value. &lt;br /&gt;
&lt;br /&gt;
This rank level primarily affects the frequency of enemy attacks, and how soon they first attack.&lt;br /&gt;
&lt;br /&gt;
==== Original Mode ====&lt;br /&gt;
&lt;br /&gt;
In version 1.5 and ''Black Label'', Original Mode has an additional system.  While not strictly related rank it has a large impact on difficulty: when the [[#Total Counter|total gem counter]] reaches [[#Total Counter Above 70000|70000 (version 1.5)]], or [[#Total Counter Above 100000|100000 (''Black Label'')]] respectively, the speed of enemy bullets dramatically increases, until the counter falls back below this threshold.  Activation of this special mode has additional effects which are relevant to scoring and will be discussed below.  This feature is entirely absent from version 1.0 and it's derivative version 1.01.&lt;br /&gt;
&lt;br /&gt;
In ''Black Label'' alone, reaching the [[#9999 Stage Counter|maximum value of 9999]] on the [[#Stage Counter|Stage Counter]] also causes the bullet speed to increase, but not to the same degree as the total counter.  This is restricted to Black Label and the stage counter has no impact on difficulty in version 1.5 or any other versions.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each mode of the game has a unique scoring system, and each version of the game has a unique scoring system for that mode.  The 1.0 and 1.5 scoring systems are very similar.  As 1.5 is considered to be the definitive release, any [[#Version Differences|differences]] will be noted.  Scoring across all modes revolves around the collection of point items, colloquially referred to as ''gems'' or ''amber'' (''琥珀'') and the management of one or more gem counters.  The XBOX 360 exclusive ''Novice Mode'' is identical to version 1.5 in terms of scoring mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Gem Counters ====&lt;br /&gt;
&lt;br /&gt;
Depending on the mode, the counters used consist of either a single [[#Multiplier|multiplier]], or a pair of counters known as the [[#Total Counter|Total Counter]] and the [[#Stage Counter|Stage Counter]].&lt;br /&gt;
&lt;br /&gt;
As the names imply, the Stage Counter resets at the start of every stage while the Total Counter accumulates throughout the entire game.  The functions of the gem counters will be covered in more detail later.&lt;br /&gt;
&lt;br /&gt;
==== Gem Types ====&lt;br /&gt;
&lt;br /&gt;
In all versions and modes there are various types of gem items to collect.  There are airborne gems which descend until they fall off the screen, and stationary ground gems, both of which appear in large and small varieties making for a total of four distinc gem types.&lt;br /&gt;
&lt;br /&gt;
The primary difference between them is the base value that each gem adds to the gem counters when collected:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Airborne&lt;br /&gt;
! Small&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Large &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Ground &lt;br /&gt;
! Small&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The large ground gems usually have a value of 10 but have a value of 13 in the highest difficulty modes.&lt;br /&gt;
&lt;br /&gt;
==== Attracting Gems ====&lt;br /&gt;
&lt;br /&gt;
In most versions an airborne gem can be attracted to the player by coming within 11,010,048 subpixels of its location.  However in versions 1.0 and 1.01 the attraction range is smaller at 9,437,184 subpixels.  Airborne gems may only be attracted while not using laser.&lt;br /&gt;
&lt;br /&gt;
Ground gems can be attracted by holding the A button in most versions, however the ability to attract ground gems in this way is absent from version 1.0 and 1.01.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Gems ====&lt;br /&gt;
Destroying certain boss and midboss enemies with rapid shot regardless of the [[#Total Counter|Total Counter]] produces extra gems:  the stage 3 midboss' projectiles and the stage 4 midboss' web produce large airborne gems if destroyed with the rapid shot.  The stage 3 boss leaves behind 16 large ground gems if destroyed with the rapid shot.&lt;br /&gt;
&lt;br /&gt;
==== Stage Clear Bonus ====&lt;br /&gt;
&lt;br /&gt;
====== Gem Tally ======&lt;br /&gt;
Upon completing a stage the total number of every type of gem collected is counted.  However, a death will reset all of the gem counts to zero.  The values awarded for each gem are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Airborne&lt;br /&gt;
! Small&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Large &lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Ground &lt;br /&gt;
! Small&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Bomb Bonus ======&lt;br /&gt;
Upon completing a stage the player also receives a bonus of 500,000 points per bomb in stock.  In versions 1.0 and 1.01 this is a smaller amount at 50,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
====== No Miss Bonus ====== &lt;br /&gt;
If the player completes a stage without losing a life, a ''No Miss'' bonus is awarded.  This is equal to a base value specific to each mode, multiplied by the number of the stage completed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original &lt;br /&gt;
| 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 2,000,000&lt;br /&gt;
|-&lt;br /&gt;
! Ultra/God&lt;br /&gt;
| 5,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Again, in versions 1.0 and 1.01 these values are ten times smaller.&lt;br /&gt;
&lt;br /&gt;
===== Counter Penalties =====&lt;br /&gt;
&lt;br /&gt;
In all versions and modes, dying or using a bomb will drop the values of the [[#Gem Counters|Gem Counters]].  When bombing, the counter drops by a fixed amount per frame while the bomb is active.  Since [[#Reco|Reco]] and [[#Palm|Palm]] have completely different bombs, they are active for different lengths of time and so the reduction in counter is different:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! 1.0(1)&lt;br /&gt;
! 1.5&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
! Reco&lt;br /&gt;
| 1540&lt;br /&gt;
| 980&lt;br /&gt;
| 6820&lt;br /&gt;
|-&lt;br /&gt;
! Palm&lt;br /&gt;
| 1320&lt;br /&gt;
| 840&lt;br /&gt;
| 5940&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In versions 1.0 and 1.01 only the [[#Stage Counter|Stage Counter]] is penalized, while the [[#Total counter|Total Counter]] remains the same value as it was before using a bomb.  In all other versions the penalty is applied to both counters.&lt;br /&gt;
&lt;br /&gt;
Upon losing a life the counters are cut by 1/3 in all versions but 1.0 and 1.01.  In these versions the total counter is cut by 25% and the stage counter is cut by 50%&lt;br /&gt;
&lt;br /&gt;
The counters also continuously decrease during bosses.  In version 1.5 the rate of decrease is fast when not shooting (either laser or rapid shot) but slow when shooting.  In versions 1.0 and 1.01 the rate is always slow.&lt;br /&gt;
&lt;br /&gt;
==== Versions 1.5 and 1.0(1) ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
====== Green Gems ======&lt;br /&gt;
Collecting a gem within a certain time after it appears causes the gem to glow green as it is collected, which doubles its value.  In version 1.5 an airborne gem must be collected within 48 frames of its creation to become green, while ground gems may be collected within 80 frames of creation.  In versions 1.0 and 1.01 however, ground gems are never able to become green.&lt;br /&gt;
&lt;br /&gt;
====== Bullet Cancelling ======&lt;br /&gt;
&lt;br /&gt;
When certain enemies are destroyed all bullets on the screen will be instantly converted into gems.  The duration of this effect varies from enemy to enemy and some enemies that cancel bullets in one version of the game may not cancel them in another, or for a different duration. &lt;br /&gt;
&lt;br /&gt;
====== Life Bonus ======&lt;br /&gt;
Common to all modes is the remaining life bonus, which awards 10 million points per life the player has left upon clearing the game.  This bonus is only awarded if the player has not used any continues.  It is doubled if the player has defeated the true last boss, awarding 20 million points per life.&lt;br /&gt;
&lt;br /&gt;
====== Stage 5 Lanterns ======&lt;br /&gt;
In version 1.5 the points gained from destroying the lanterns placed throughout the final stage are multiplied by the number of lanterns destroyed.  The first lantern awards 100,000 points, increasing up to 2 million points by the final one.  The crater left behind constantly emits a fountain of small airborne gems while it remains on screen.  In [[#Ultra Mode|Ultra Mode]] the lanterns also cancel bullets when destroyed within very close range, which also causes the gem fountain to consist of large airborne gems instead of small.  In versions 1.0 and 1.01, all lanterns award 100,000 points, do not cancel bullets and do not emit gems when destroyed, leaving only one small ground gem in the crater.&lt;br /&gt;
&lt;br /&gt;
====== Counterstop ======&lt;br /&gt;
&lt;br /&gt;
The maximum score that can be reached is 3,999,999,999.  Any points received beyond this will not be added to the score.&lt;br /&gt;
&lt;br /&gt;
===== Original Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Stage Counter ======&lt;br /&gt;
&lt;br /&gt;
This is the more important of the two gem counters.  When collecting a gem, the value of the gem is added to the counter.  The value is doubled if the gem is green.  The new value of the stage counter is then added to the score.  In version 1.5 this value is also doubled if the gem is green.  In versions 1.0 and 1.01 green gems do not double the score awarded.  Note that the type of gem does not directly affect the base score gained - this is always equal to the new value of the stage counter.  Larger gems offer a small increase in point value as the stage counter increase they provide is larger. &lt;br /&gt;
&lt;br /&gt;
In Original Mode the stage counter has a maximum value of 9999.  When it reaches this value all four gem types become almost identical in value, aside from their contribution to the end of stage tally, as the differences in counter gain become irrelevant when the counter is already at the maximum value.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter ======&lt;br /&gt;
&lt;br /&gt;
This counter alternates between green and blue, changing each time it increases by 500.  This determines which weapon the player should use to destroy enemies.  Every enemy has four sets of gems it can drop, based on the combination of the total counter state and the weapon the enemy was destroyed with.  With the exception of some [[#Bonus Gems|special cases]] These drop sets follow a general pattern as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Green&lt;br /&gt;
! Blue&lt;br /&gt;
|-&lt;br /&gt;
! Shot&lt;br /&gt;
| N large gems + 1 small gem &lt;br /&gt;
| 1 small gem&lt;br /&gt;
|-&lt;br /&gt;
! Laser &lt;br /&gt;
| N small gems&lt;br /&gt;
| N large gems &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen, the most gems are received when the counter is green and rapid shot is used.  This makes the most difference with small ''zako'' enemies, as these appear in large numbers and for these particular enemies, N is equal to 1, meaning the amount of gems received from these enemies is doubled when the total counter is green.  The total counter does not affect bullet cancels, which always convert each bullet into one small gem. &lt;br /&gt;
&lt;br /&gt;
In Original Mode the total counter has a maximum value of 99999.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter Above 70000 ======&lt;br /&gt;
&lt;br /&gt;
When the total counter reaches 70000 the game enters a special mode in which the bullets of enemies greatly increase in speed, and a score bonus is awarded every frame.  This bonus increases in value every additional 5000 added to the total counter above 70000:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Total Counter&lt;br /&gt;
! Per Frame Score Gain&lt;br /&gt;
|-&lt;br /&gt;
| 70000 &lt;br /&gt;
| 1111&lt;br /&gt;
|-&lt;br /&gt;
| 75000 &lt;br /&gt;
| 3333&lt;br /&gt;
|-&lt;br /&gt;
| 80000 &lt;br /&gt;
| 6666&lt;br /&gt;
|-&lt;br /&gt;
| 85000 &lt;br /&gt;
| 11110&lt;br /&gt;
|-&lt;br /&gt;
| 90000 &lt;br /&gt;
| 16665&lt;br /&gt;
|-&lt;br /&gt;
| 95000 &lt;br /&gt;
| 23331&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A total counter of 70000 in version 1.5 is not reachable before the final stage and not without a high level of scoring optimization.  &lt;br /&gt;
&lt;br /&gt;
====== Boss Destruction Bonuses ======&lt;br /&gt;
Each form of a boss awards a fixed point value upon destruction.  For bosses in all but the last stage you receive an additional bonus equal to the [[#Gem Counters|Stage Counter]]*100.  For the last stage bosses the bonus is equal to the larger [[#Total Counter|Total Counter]]*100.&lt;br /&gt;
Note: in versions 1.0 and 1.01 the bosses in the final stage also use the stage counter, not the total counter.&lt;br /&gt;
&lt;br /&gt;
===== Maniac Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Meter ======&lt;br /&gt;
&lt;br /&gt;
Destroying enemies with rapid shot increases a meter, represented by a horizontal bar on the left of the screen, which empties quickly.  In version 1.5 simply shooting at midbosses and bosses will fill the meter, but in versions 1.0 and 1.01, as with all enemies, only destruction of midbosses and the different forms of bosses contributes to the meter. The status of this meter determines what happens when an enemy is destroyed with a certain weapon.&lt;br /&gt;
&lt;br /&gt;
* When the meter is completely empty and an enemy is destroyed with laser, blue gems (see below) are produced.&lt;br /&gt;
* When the meter is in the blue area and an enemy is destroyed with any weapon, small gems are produced&lt;br /&gt;
*  When the meter is in the red area and an enemy is destroyed with rapid shot, large gems are produced &lt;br /&gt;
* In 1.5, When the meter is in the red area and an enemy is destroyed with laser, twice as many large gems are produced.  In versions 1.0 and 1.01 this does not increase the number of gems produced.&lt;br /&gt;
&lt;br /&gt;
In the case of bullet cancels, only the bullets present when the cancel is first initiated can be converted into blue gems.  Any bullets fired after initiation but before the cancel has ended will be converted into normal gems.&lt;br /&gt;
&lt;br /&gt;
====== Multiplier ======&lt;br /&gt;
&lt;br /&gt;
Maniac mode only has a single gem counter - the multiplier.  Collecting ordinary gems increases the multiplier by the standard amounts, including the doubling of the value received when collecting green gems.  The multiplier is not applied to these gems and they directly contribute only a small amount of score.&lt;br /&gt;
&lt;br /&gt;
====== Blue Gems ======&lt;br /&gt;
&lt;br /&gt;
These are the only gems that award a significant amount of points in Maniac Mode.  Unlike other gems these blue gems only exist in airborne form.  When collected the multiplier is applied to the base value of the gem, and large blue gems have twice the base value of small ones.  At the same time the multiplier is decreased.  Maniac scoring therefore consists of a cycle of building up the multiplier by collecting normal gems, then spending the multiplier at lucrative points by producing blue gems.  Unlike other gems, blue gems do not contribute to the end of stage gem bonus tally.&lt;br /&gt;
&lt;br /&gt;
===== Ultra Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ultra Mode uses the same basic scoring system as [[#Original Mode_2|Original Mode]] with a few adjustments:&lt;br /&gt;
&lt;br /&gt;
* In version 1.5 the total counter changes state every increase of 2000 rather than 500.  This is because the large number of bullets that are cancelled cause the counter to increase more rapidly than original mode and so the original value of 500 would cause it to change much too frequently.  In versions 1.0 and 1.01 the original value of 500 is retained.&lt;br /&gt;
&lt;br /&gt;
* Some enemies cancel bullets for longer than in Original Mode, and in versions 1.0 and 1.01, some enemies that did not cancel bullets at all now do.&lt;br /&gt;
&lt;br /&gt;
* The Total Counter has a maximum value of 999999&lt;br /&gt;
&lt;br /&gt;
* The Stage Counter has a maximum value of 99999&lt;br /&gt;
&lt;br /&gt;
* Ultra has no equivalent of the 70000 total counter effect in Original Mode.&lt;br /&gt;
&lt;br /&gt;
* There is a true last boss which can be accessed by defeating the stage 5 boss without having used a continue.  This extra boss consists of three forms, the last of which also requires no continues to have been used to access.&lt;br /&gt;
&lt;br /&gt;
* In version 1.5 alone, the lanterns in stage 5 will cancel bullets if destroyed within a 100000 subpixel radius (16 pixels).&lt;br /&gt;
&lt;br /&gt;
==== Black Label ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Blue and Red Gems ======&lt;br /&gt;
In addition to green gems which are double value, collecting gems even faster after creation will produce blue (Original Mode) or red (Maniac, God Mode) gems that are worth four times their base value.&lt;br /&gt;
&lt;br /&gt;
====== Boss Counter Loss ======&lt;br /&gt;
&lt;br /&gt;
The rate of counter loss during bosses is inverted from 1.5.  Shooting now causes the counters to decrease rapidly.  Not shooting causes the counters to decrease slowly.&lt;br /&gt;
&lt;br /&gt;
====== Stage 5 Lanterns ======&lt;br /&gt;
The lanterns in stage 5 now cancel bullets in all modes, and the range from which the cancel can be triggered is much larger.&lt;br /&gt;
&lt;br /&gt;
====== Counterstop ======&lt;br /&gt;
&lt;br /&gt;
The maximum score of 3,999,999,999 in earlier versions has been raised to 9,999,999,999 in Black Label, which is well out of the reach of a single player in any of the three modes. &lt;br /&gt;
&lt;br /&gt;
====== Life Bonus ======&lt;br /&gt;
&lt;br /&gt;
In Black Label, much like other versions, the player receives 10 million points per remaining life, or 20 million points per remaining life if the true last boss was defeated.  However unlike other versions, this is then multiplied by the player's bomb stock.  The maximum amount receivable on default settings is therefore 600 million points, while the minimum is 0 if the player has either 0 lives '''or''' 0 bombs remaining.&lt;br /&gt;
&lt;br /&gt;
===== Original Mode =====&lt;br /&gt;
----&lt;br /&gt;
Original mode in Black Label is based on an augmented version of the system in its [[#Original Mode_2|1.5 counterpart]].  The major additions and changes are outlined here.&lt;br /&gt;
&lt;br /&gt;
====== Proximity Effect ======&lt;br /&gt;
&lt;br /&gt;
The Total Counter has the same original function as it does in version 1.5 - destroying enemies with the appropriate weapon produces more gem items.  In Black Label shooting an enemy with this weapon when the source of the weapon's attack is within close range of the target causes the target to exude a stream of gem items.  Since a large number of gems can be produced in this way the counter changes state every increase of 3000 rather than 500.  In addition any gems produced by this proximity effect will be worth 10% of the score value of gems produced in other ways.  The proximity effect applies to almost all enemies but the very smallest, including midbosses, but is absent from all stage bosses.&lt;br /&gt;
&lt;br /&gt;
====== Bullet Cancelling ======&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, when a bullet is cancelled the number of gem items varies with the speed of the bullet.  An important aspect of scoring well is therefore to raise the bullet speed as much as possible by raising the gem counter values as outlined below.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter Above 100000 ======&lt;br /&gt;
&lt;br /&gt;
The maximum value of the total counter has been raised from 99999 to 999999.  From a value of 100000 a special mode is activated similar to the one activated at 70000 in version 1.5, but with an additional effect: all points received from collecting gems are doubled.  Combined with the increased yield of bullet cancels resulting from the increased bullet speed, entering and maintaining this special state hugely increases the potential for score gain. &lt;br /&gt;
&lt;br /&gt;
====== 9999 Stage Counter ======&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum stage counter value has some additional effects absent from version 1.5.  A very small bonus is awarded each frame.  The gems produced from shooting an enemy at close proximity will be large instead of small.  The speed of enemy bullets speed is slightly increased, with the associated effects on bullet cancelling. &lt;br /&gt;
 &lt;br /&gt;
===== Maniac Mode =====&lt;br /&gt;
----&lt;br /&gt;
The scoring changes from [[#Maniac Mode|Version 1.5]] in Maniac Mode are limited.  They consist of the ability to raise the multiplier by dealing damage to enemies and the ability to fill the meter by shooting any enemy with rapid shot, not only bosses.&lt;br /&gt;
&lt;br /&gt;
===== God Mode =====&lt;br /&gt;
----&lt;br /&gt;
Unlike [[#Ultra Mode|Ultra Mode]], which is based on the [[#Original Mode_2|Original Mode]] system, God Mode is an enhanced version of the [[#Maniac Mode|Maniac Mode]] system.&lt;br /&gt;
&lt;br /&gt;
The maximum multiplier value is 30000 instead of 9999.&lt;br /&gt;
&lt;br /&gt;
When the multiplier reaches 10000 or over it becomes possible to raise it by dealing damage - when the meter is in the red zone, shooting at enemies with rapid shot will increase the multiplier, and the effect is much more pronounced at close range.  When the meter is empty, shooting at enemies with laser will increase the multiplier.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&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;
----&lt;br /&gt;
&lt;br /&gt;
=== 1.0 and 1.01 ===&lt;br /&gt;
&lt;br /&gt;
Version 1.01 is almost identical to 1.0 with a few changes:&lt;br /&gt;
* The size is the [[#Ultra Mode|Ultra Mode]] hitbox is much smaller&lt;br /&gt;
* There are two additional [[#Bomb Item|bomb carriers]], before the stage 2 and stage 3 bosses.&lt;br /&gt;
* A hitbox bug in the final attack of the stage 4 boss was fixed&lt;br /&gt;
* Ultra Mode is unlocked by default and no longer requires a code to access.&lt;br /&gt;
&lt;br /&gt;
=== 1.0(1) and 1.5 ===&lt;br /&gt;
&lt;br /&gt;
In version 1.0(1):&lt;br /&gt;
* Shooting does not change the rate of counter loss during bosses. &lt;br /&gt;
* The final boss(es) use the [[#Gem Counters|Stage Counter]] as a point value multiplier instead of the Total Counter.&lt;br /&gt;
* [[#Abnormal_2|Abnormal Palm]] is much slower and has a much weaker laser&lt;br /&gt;
* Bombs deal much less damage to enemies&lt;br /&gt;
* [[#Stage 5 Lanterns|Lanterns]] do not award more points as more are destroyed and do not cancel bullets in any mode.  They leave behind a single gem instead of a constant fountain from the crater. &lt;br /&gt;
* The location of the [[#1UP|1UP]] in stage 5 has changed.&lt;br /&gt;
* Some large enemies that cancel bullets when destroyed in version 1.5 do not cancel bullets.&lt;br /&gt;
* The large dragon enemies in stage 5 cancel bullets for a much shorter period of time.&lt;br /&gt;
* [[#Green Gems|Green Gems]] still double the amount of counter value gained but not the amount of score value gained. &lt;br /&gt;
* The [[#Attracting Gems|range from which gems can be attracted]] to the player is smaller.&lt;br /&gt;
* [[#Gem Types|Ground Gems]] cannot be green and cannot be automatically collected by pressing A.&lt;br /&gt;
* Many enemy attacks are more difficult.&lt;br /&gt;
* The speed of bullets in [[#Original Mode_2|Original Mode]] is much faster.&lt;br /&gt;
* The end of stage [[#Bomb Bonus|Bomb Stock]] and [[#No Miss Bonus|no miss]] bonuses are much smaller.&lt;br /&gt;
* Reaching a [[#Total Counter Above 70000|value of 70000 on the Total Counter]] has no effect in Original Mode.&lt;br /&gt;
* Holding A emits a short burst of rapid shot before initiating the laser.&lt;br /&gt;
* Many enemies continue attacking for longer after appearing or will attack at times they wouldn't in version 1.5.&lt;br /&gt;
* Some enemies that would only appear when no bullet cancelling enemy was on screen will always appear.&lt;br /&gt;
&lt;br /&gt;
=== 1.5 and Black Label ===&lt;br /&gt;
&lt;br /&gt;
In Black Label:&lt;br /&gt;
* [[#Ultra Mode|Ultra Mode]] has been replaced with [[#God Mode|God Mode]] featuring a different scoring system and many simplified versions of the Ultra attacks.&lt;br /&gt;
* The [[#Shot Types|Normal and Abnormal]] shot types have been removed reducing the number of distinct shot types from four to two.&lt;br /&gt;
* The shot types deal more damage than the shot types in version 1.5.&lt;br /&gt;
* The [[#Counterstop|Maximum Score]] has been increased from 3,999,999,999 to 9,999,999,999.&lt;br /&gt;
* The rate of enemy fire in general has been increased.&lt;br /&gt;
* [[#Stage 5 Lanterns|Stage 5 lanterns]] [[#Bullet Cancelling|cancel bullets]] in every mode.  The range from which the cancel can be triggered is greater and the fountain of gems in the crater only appears if a cancel was successfully achieved, and in God Mode it will consist of large gems instead of small.&lt;br /&gt;
* Some large enemies cancel bullets not only on destruction but in the transition from first attack phase to second.&lt;br /&gt;
* There are additional enemies in many areas.&lt;br /&gt;
* The scoring systems of every mode have been expanded and enhanced.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In one of the location test builds, there was only one counter in Original mode.  This may have been a prototype for what was to become the stage counter in the final release. {{unconfirmed}}&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;
== Video References ==&lt;br /&gt;
[[Mushihimesama_Futari/Video_Index|Video index for Mushihimesama Futari 1.5]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Mushihimesama_Futari_Black_Label/Video_Index|Video index for Mushihimesama Futari Black Label]]&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Jotamide/sandbox&amp;diff=3685</id>
		<title>User:Jotamide/sandbox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Jotamide/sandbox&amp;diff=3685"/>
		<updated>2020-08-02T22:36:12Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #d6231f&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|background = #fefafb&lt;br /&gt;
|title = GameName&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = DeveloperName&lt;br /&gt;
|music = ComposerName&lt;br /&gt;
|program = ProgrammerName&lt;br /&gt;
|art = ArtistName&lt;br /&gt;
|releasedate = '''JP''':  September 1994 &amp;lt;/br&amp;gt; '''EU''': 1994&lt;br /&gt;
|previousgame = &lt;br /&gt;
|nextgame = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets. &lt;br /&gt;
&lt;br /&gt;
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.&lt;br /&gt;
&lt;br /&gt;
The title screenshot (on the left on this page) can also be placed to the right if the author wants. Simply just replace &amp;quot;left&amp;quot; with &amp;quot;right&amp;quot; in the brackets. &lt;br /&gt;
&lt;br /&gt;
You can also change the size (in px) in order to better fit all of the text of the page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&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;
* Cool facts and random tidbits go here!&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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=(Template_Page)&amp;diff=3680</id>
		<title>(Template Page)</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=(Template_Page)&amp;diff=3680"/>
		<updated>2020-08-02T21:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page (Template Page) to Shmups Wiki:Template Page: Moved to Project namespace, Main namespace should be reserved for games only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shmups Wiki:Template Page]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:Template_Page/Gallery&amp;diff=3681</id>
		<title>Shmups Wiki:Template Page/Gallery</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:Template_Page/Gallery&amp;diff=3681"/>
		<updated>2020-08-02T21:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page (Template Page)/Gallery to Shmups Wiki:Template Page/Gallery: Moved to Project namespace, Main namespace should be reserved for games only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Organizational format to be decided!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''How to display an image in the wiki formatting:'''&lt;br /&gt;
&lt;br /&gt;
[[File:(Filename)|left|thumb|(x)px|Description]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;[[File:(Filename)|left|thumb|(x)px|Description]]&amp;lt;/nowiki&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;left&amp;quot; = Determines alignment of image on the page (and text wrapping). Choose between left, right, and center. Omit this to insert the image directly within text (useful for small gifs, icons, and emotes).&lt;br /&gt;
* &amp;quot;thumb&amp;quot; = Makes the image in question have a thumbnail.&lt;br /&gt;
* &amp;quot;(x)px&amp;quot; = Determines size scaling of the image. Omit this to have the image play at 100% resolution.&lt;br /&gt;
* &amp;quot;Description&amp;quot; = Include a description of the image in question and what it represents.&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=(Template_Page)/Gallery&amp;diff=3682</id>
		<title>(Template Page)/Gallery</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=(Template_Page)/Gallery&amp;diff=3682"/>
		<updated>2020-08-02T21:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page (Template Page)/Gallery to Shmups Wiki:Template Page/Gallery: Moved to Project namespace, Main namespace should be reserved for games only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shmups Wiki:Template Page/Gallery]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:Template_Page/Strategy&amp;diff=3683</id>
		<title>Shmups Wiki:Template Page/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:Template_Page/Strategy&amp;diff=3683"/>
		<updated>2020-08-02T21:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page (Template Page)/Strategy to Shmups Wiki:Template Page/Strategy: Moved to Project namespace, Main namespace should be reserved for games only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[(Template Page)|''Click here to return to the ''(Template Page)''''' information overview'''''  page]].&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Scoring)]] for routing and techniques that are primarily focused on '''achieving high scores.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Survival)]] for optimized safe routes, speed-kill strategies, and helpful information that prioritizes '''clearing the game''' over scoring high.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ''two sections above'' only need to be included if the game in question has vastly different routes between '''playing for score''' and '''playing for survival'''. If there is not a major difference in routing, then scoring and survival strategies will just be included in the stage/checkpoint that it refers to.&lt;br /&gt;
&lt;br /&gt;
== Weapon Tier List ==&lt;br /&gt;
This is a section that doesn't necessarily need to be included, depending on the game in question. This section should be used to list out all strengths and weaknesses with the weapons in the game, and to sort of evaluate their general strength and usefulness. Ideally, every weapon should include a positive &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; and a negative &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Weapon Name&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Unique element of the weapon, nothing necessarily &amp;quot;better&amp;quot; or &amp;quot;worse&amp;quot; than any other weapon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; A positive aspect of the weapon that it does well, such as high damage, high refire, homing, etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; A negative aspect of the weapon, such as poor refire, low damage, weak homing, and the like.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Basic Strategy ==&lt;br /&gt;
* Include some good &amp;quot;starter advice&amp;quot; for a player interested in playing this game. &lt;br /&gt;
* It's probably not a bad idea to explain good &amp;quot;times&amp;quot; to take advantage of certain mechanics (such as, &amp;quot;leave lots of bullets on screen and then do a big cancel for big points&amp;quot;).&lt;br /&gt;
* Let the player know of some techniques in shmups that the player might have to apply, such as macro-dodging / micro/tap-dodging, how to maximize damage, etc.&lt;br /&gt;
----&lt;br /&gt;
== Advanced Strategy ==&lt;br /&gt;
* This section would contain particularly advanced gameplay techniques and more scoring information.&lt;br /&gt;
* Ideally, this is information that you probably wouldn't tell someone who just picked up the game. Players looking at this section are typically aiming to reach the next level of play.&lt;br /&gt;
----&lt;br /&gt;
== Enemy Overview ==&lt;br /&gt;
In this section, detailed information (if available) about all enemies, mid-bosses and bosses would be included on this page. Each enemy would be accompanied with a graphic, a score value (if available), and description of its behavior. For bonus points, include some clickable diagrams that showcase the behavior of the enemy! ''&amp;lt;small&amp;gt;For games that have disassemblies and debug modes available, this would potentially be an interesting way to isolate enemy behavior and really show how it works!&amp;lt;/small&amp;gt;''&lt;br /&gt;
----&lt;br /&gt;
== Individual Stage Breakdown ==&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=(Template_Page)/Strategy&amp;diff=3684</id>
		<title>(Template Page)/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=(Template_Page)/Strategy&amp;diff=3684"/>
		<updated>2020-08-02T21:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page (Template Page)/Strategy to Shmups Wiki:Template Page/Strategy: Moved to Project namespace, Main namespace should be reserved for games only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shmups Wiki:Template Page/Strategy]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:Template_Page&amp;diff=3679</id>
		<title>Shmups Wiki:Template Page</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:Template_Page&amp;diff=3679"/>
		<updated>2020-08-02T21:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page (Template Page) to Shmups Wiki:Template Page: Moved to Project namespace, Main namespace should be reserved for games only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ( Insert Game Title Here ) ==&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
[[File:Template_Title.png|thumb|left|100px]]&lt;br /&gt;
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets. &lt;br /&gt;
&lt;br /&gt;
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.&lt;br /&gt;
&lt;br /&gt;
The title screenshot (on the left on this page) can also be placed to the right if the author wants. Simply just replace &amp;quot;left&amp;quot; with &amp;quot;right&amp;quot; in the brackets. &lt;br /&gt;
&lt;br /&gt;
You can also change the size (in px) in order to better fit all of the text of the page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&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;
* Cool facts and random tidbits go here!&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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STG_Hall_of_Records/World_Record_Progression_Battle_Garegga&amp;diff=3677</id>
		<title>STG Hall of Records/World Record Progression Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STG_Hall_of_Records/World_Record_Progression_Battle_Garegga&amp;diff=3677"/>
		<updated>2020-08-02T21:53:29Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page World Record Progression for Battle Garegga to Battle Garegga/World Record Progression: Made subpage of Battle Garegga&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following tables show the world record progression for all ships in Battle Garegga as seen in MyCom Basic, Gamest and Arcadia magazines. Full credit goes to [http://mtlayk.web.fc2.com/GareScore/TopFr.htm Nonkiya 呑気屋] for all scores.&lt;br /&gt;
&lt;br /&gt;
In case it was possible to identify a player, the names have been standardized. Therefore, these entries do not match with the exact submission as found in the gaming magazines.&lt;br /&gt;
&lt;br /&gt;
Official Japanese scoreboards for Battle Garegga closed March 2014 due to the detection of an infinite pattern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bornnam ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 12,431,160 || 星白金-KIS || Gamest July 1996&lt;br /&gt;
|-&lt;br /&gt;
| 13,703,720 || 星白金-KIS || Gamest August 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,304,910 || ECM-SSI-S.I || Gamest September 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,689,830 || ECM-SSI-S.I || Gamest October 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,891,410 || ECM-SSI-S.I || Gamest November 1996&lt;br /&gt;
|-&lt;br /&gt;
| 15,127,940 || ECM-SSI-S.I || Gamest December 1996&lt;br /&gt;
|-&lt;br /&gt;
| 15,567,030 || 近江からの使者 || Gamest March 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,692,990 || T³-吉村 || Gamest April 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,812,090 || 木村 || Gamest May 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,882,590 || T³-吉村 || Gamest June 1997&lt;br /&gt;
|-&lt;br /&gt;
| 16,099,080 || NAL || Gamest July 1997&lt;br /&gt;
|-&lt;br /&gt;
| 16,229,830 || 京城 || Gamest August 1997&lt;br /&gt;
|-&lt;br /&gt;
| 16,258,110 || T³-吉村 || Gamest March 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,491,210 || T³-吉村 || Gamest June 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,519,230 || AKN-あなる || Gamest July 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,602,590 || T³-吉村 || Gamest August 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,623,520 || T³-吉村 || Gamest September 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,676,770 || T³-吉村 || Gamest October 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,891,140 || ZBL-NAI || Gamest November 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,971,190 || T³-吉村 || Gamest December 1998&lt;br /&gt;
|-&lt;br /&gt;
| 17,031,230 || NAS || Arcadia August 2000&lt;br /&gt;
|-&lt;br /&gt;
| 17,083,080 || 調理師 || Arcadia October 2001&lt;br /&gt;
|-&lt;br /&gt;
| 17,105,930 || 調理師 || Arcadia November 2001&lt;br /&gt;
|-&lt;br /&gt;
| 17,106,470 || 調理師 || Arcadia April 2002&lt;br /&gt;
|-&lt;br /&gt;
| 17,155,150 || でんすけ || Arcadia July 2002&lt;br /&gt;
|-&lt;br /&gt;
| 17,163,920 || 調理師 || Arcadia November 2002&lt;br /&gt;
|-&lt;br /&gt;
| 17,177,940 || 調理師 || Arcadia January 2003&lt;br /&gt;
|-&lt;br /&gt;
| 17,223,230 || DXP 吉田屋 || Arcadia July 2004&lt;br /&gt;
|-&lt;br /&gt;
| 17,249,550 || Yamanaka || Arcadia September 2004&lt;br /&gt;
|-&lt;br /&gt;
| 17,380,490 || Yamanaka || Arcadia July 2005&lt;br /&gt;
|-&lt;br /&gt;
| 17,548,750 || Yamanaka || Arcadia August 2005&lt;br /&gt;
|-&lt;br /&gt;
| 17,680,150 || VMT-T島B || Arcadia January 2008&lt;br /&gt;
|-&lt;br /&gt;
| 17,791,750 || Yamanaka || Arcadia June 2013&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chitta ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 11,013,300 || IML-星白金-YUJ || Gamest July 1996&lt;br /&gt;
|-&lt;br /&gt;
| 11,836,720 || ECM-FISCHER || Gamest August 1996&lt;br /&gt;
|-&lt;br /&gt;
| 12,587,190 || ECM-FISCHER || Gamest September 1996&lt;br /&gt;
|-&lt;br /&gt;
| 12,895,240 || ECM-FISCHER || Gamest October 1996&lt;br /&gt;
|-&lt;br /&gt;
| 13,120,750 || ECM-FISCHER || Gamest November 1996&lt;br /&gt;
|-&lt;br /&gt;
| 13,686,000 || ECM-FISCHER || Gamest December 1996&lt;br /&gt;
|-&lt;br /&gt;
| 13,977,790 || ★CAT'S-きみちゃん || Gamest March 1997&lt;br /&gt;
|-&lt;br /&gt;
| 14,324,320 || 京城 || Gamest April 1997&lt;br /&gt;
|-&lt;br /&gt;
| 14,503,130 || ★CAT'S-きみちゃん || Gamest May 1997&lt;br /&gt;
|-&lt;br /&gt;
| 14,539,560 || ★CAT'S-きみちゃん || Gamest August 1997&lt;br /&gt;
|-&lt;br /&gt;
| 14,785,560 || HDK || Gamest February 1998&lt;br /&gt;
|-&lt;br /&gt;
| 15,071,260 || HDK || Gamest April 1998&lt;br /&gt;
|-&lt;br /&gt;
| 15,253,690 || T³-吉村 || Gamest July 1998&lt;br /&gt;
|-&lt;br /&gt;
| 15,406,180 || T³-吉村 || Gamest August 1998&lt;br /&gt;
|-&lt;br /&gt;
| 15,455,720 || T³-吉村 || Arcadia October 1999&lt;br /&gt;
|-&lt;br /&gt;
| 15,535,910 || T³-吉村 || Arcadia November 1999&lt;br /&gt;
|-&lt;br /&gt;
| 15,551,180 || SYG-あずきちゃん ||  Arcadia December 1999&lt;br /&gt;
|-&lt;br /&gt;
| 15,619,260 || SYG-あずきちゃん ||  Arcadia March 2000&lt;br /&gt;
|-&lt;br /&gt;
| 15,713,090 || T³-吉村 ||  Arcadia June 2000&lt;br /&gt;
|-&lt;br /&gt;
| 15,773,200 || SYG-あずきちゃん || Arcadia July 2000&lt;br /&gt;
|-&lt;br /&gt;
| 16,114,880 || SYG-あずきちゃん ||  Arcadia September 2000&lt;br /&gt;
|-&lt;br /&gt;
| 16,293,460 || SYG-あずきちゃん ||  Arcadia November 2000&lt;br /&gt;
|-&lt;br /&gt;
| 16,304,930 || KET ||  Arcadia June 2007&lt;br /&gt;
|-&lt;br /&gt;
| 16,467,200 || KET ||  Arcadia August 2007&lt;br /&gt;
|-&lt;br /&gt;
| 16,557,790 || KET ||  Arcadia April 2009&lt;br /&gt;
|-&lt;br /&gt;
| 16,601,910 || ツィ～まる ||  Arcadia February 2011&lt;br /&gt;
|-&lt;br /&gt;
| 16,790,350 || ツィ～まる ||  Arcadia March 2011&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flying Baron ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 14,367,050 || 町田の銃武者裸先生来店希望！週末組より || Arcadia March 2004&lt;br /&gt;
|-&lt;br /&gt;
| 14,573,820 || DXP 吉田屋 || Arcadia June 2004&lt;br /&gt;
|-&lt;br /&gt;
| 14,666,600 || DXP 吉田屋 || Arcadia August 2004&lt;br /&gt;
|-&lt;br /&gt;
| 14,706,850 || DXP 吉田屋 || Arcadia December 2004&lt;br /&gt;
|-&lt;br /&gt;
| 14,832,310 || ぐわんげ源助カンストおめでとうございます || Arcadia September 2005&lt;br /&gt;
|-&lt;br /&gt;
| 15,014,710 || 目標1580万(よ) || Arcadia February 2007&lt;br /&gt;
|-&lt;br /&gt;
| 15,191,050 || Yamanaka || Arcadia November 2007&lt;br /&gt;
|-&lt;br /&gt;
| 15,377,080 || SST || Arcadia August 2008&lt;br /&gt;
|-&lt;br /&gt;
| 15,514,160 || VMT-T島B || Arcadia August 2009&lt;br /&gt;
|-&lt;br /&gt;
| 15,548,870 || SST || Arcadia November 2009&lt;br /&gt;
|-&lt;br /&gt;
| 15,710,770 || SST || Arcadia November 2010&lt;br /&gt;
|-&lt;br /&gt;
| 15,846,270 || Yamanaka || Arcadia July 2011&lt;br /&gt;
|-&lt;br /&gt;
| 16,105,190 || Yamanaka || Arcadia September 2011&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gain ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 11,307,820 || GGE-ごんの字♥ || MyCom Basic June 1996&lt;br /&gt;
|-&lt;br /&gt;
| 12,474,180 || 平JO（馬） || Gamest June 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,339,400 || (F)(ま)(さ)(し） || Gamest July 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,740,040 || 星白金-HIR || MyCom Basic August 1996&lt;br /&gt;
|-&lt;br /&gt;
| 15,135,200 || 星白金-HIR || Gamest September 1996&lt;br /&gt;
|-&lt;br /&gt;
| 15,511,580 || 星白金-KIS || MyCom Basic October 1996&lt;br /&gt;
|-&lt;br /&gt;
| 15,738,720 || DBL-MOL-NAI || Gamest November 1996&lt;br /&gt;
|-&lt;br /&gt;
| 16,101,440 || 星白金-KIS || Gamest December 1996&lt;br /&gt;
|-&lt;br /&gt;
| 16,195,080 || 星白金-KIS || MyCom Basic January 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,023,770 || 星白金-KIS || Gamest January 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,144,110 || DBL-MOL-NAI || Gamest February 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,201,520 || ★CAT'S-マサル || MyCom Basic March 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,378,200 || DBL-MOL-NAI || MyCom Basic April 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,696,180 || DBL-MOL-NAI || Gamest April 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,796,800 || NAL || Gamest October 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,943,950 || 京城 || MyCom Basic November 1997&lt;br /&gt;
|-&lt;br /&gt;
| 17,983,620 || ★CAT'S-ヘキル || MyCom Basic January 1998&lt;br /&gt;
|-&lt;br /&gt;
| 18,138,710 || 京城 || Gamest February 1998&lt;br /&gt;
|-&lt;br /&gt;
| 18,456,230 || 関大前ガイン見参 || Gamest May 1998&lt;br /&gt;
|-&lt;br /&gt;
| 18,506,060 || 関大前ガイン見参 || Gamest June 1998&lt;br /&gt;
|-&lt;br /&gt;
| 18,787,870 || SYG-PHANTOM || Gamest June 1999&lt;br /&gt;
|-&lt;br /&gt;
| 18,956,190 || SYG-通天閣ガイン || Gamest July 1999&lt;br /&gt;
|-&lt;br /&gt;
| 19,111,620 || T³-Kamui || Arcadia March 2000&lt;br /&gt;
|-&lt;br /&gt;
| 19,419,690 || SYG-通天閣ガイン || Arcadia June 2000&lt;br /&gt;
|-&lt;br /&gt;
| 19,541,530 || T³-Kamui || Arcadia May 2001&lt;br /&gt;
|-&lt;br /&gt;
| 19,557,110 || T³-Kamui || Arcadia November 2002&lt;br /&gt;
|-&lt;br /&gt;
| 19,657,470 || T³-Kamui || Arcadia December 2002&lt;br /&gt;
|-&lt;br /&gt;
| 20,057,360 || T³-Kamui || Arcadia January 2003&lt;br /&gt;
|-&lt;br /&gt;
| 20,076,640 || T³-Kamui || Arcadia March 2006&lt;br /&gt;
|-&lt;br /&gt;
| 20,347,450 || T³-Kamui || Arcadia August 2006&lt;br /&gt;
|-&lt;br /&gt;
| 20,529,870 || T³-Kamui || Arcadia March 2009&lt;br /&gt;
|-&lt;br /&gt;
| 20,536,400 || T³-Kamui || Arcadia May 2010&lt;br /&gt;
|-&lt;br /&gt;
| 20,602,110 || T³-Kamui || Arcadia July 2010&lt;br /&gt;
|-&lt;br /&gt;
| 20,720,100 || T³-Kamui || Arcadia September 2010&lt;br /&gt;
|-&lt;br /&gt;
| 20,729,030 || T³-Kamui || Arcadia September 2012&lt;br /&gt;
|-&lt;br /&gt;
| 20,749,630 || T³-Kamui || Arcadia January 2013&lt;br /&gt;
|-&lt;br /&gt;
| 20,796,520 || T³-Kamui || Arcadia February 2013&lt;br /&gt;
|-&lt;br /&gt;
| 20,812,270 || T³-Kamui || Arcadia April 2013&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grass Hopper ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 13,860,720 || 鹿島田のＲたいぷＭ崎来店求む！某氏と某氏 || Arcadia March 2004&lt;br /&gt;
|-&lt;br /&gt;
| 14,006,450 || DXP 吉田屋 || Arcadia October 2004&lt;br /&gt;
|-&lt;br /&gt;
| 14,334,930 || VMT-T島B || Arcadia July 2006&lt;br /&gt;
|-&lt;br /&gt;
| 14,514,940 || VMT-T島B || Arcadia August 2006&lt;br /&gt;
|-&lt;br /&gt;
| 14,670,300 || VMT-T島B || Arcadia November 2006&lt;br /&gt;
|-&lt;br /&gt;
| 14,738,040 || VMT-T島B || Arcadia January 2007&lt;br /&gt;
|-&lt;br /&gt;
| 14,808,520 || VMT-T島B || Arcadia May 2008&lt;br /&gt;
|-&lt;br /&gt;
| 15,002,580 || VMT-T島B || Arcadia June 2008&lt;br /&gt;
|-&lt;br /&gt;
| 15,231,810 || KMB || Arcadia March 2010&lt;br /&gt;
|-&lt;br /&gt;
| 15,258,340 || KMB || Arcadia April 2010&lt;br /&gt;
|-&lt;br /&gt;
| 15,278,540 || KMB || Arcadia January 2012&lt;br /&gt;
|-&lt;br /&gt;
| 15,530,550 || KMB || Arcadia February 2012&lt;br /&gt;
|-&lt;br /&gt;
| 15,710,440 || KMB || Arcadia April 2012&lt;br /&gt;
|-&lt;br /&gt;
| 15,778,030 || DBS || Arcadia January 2013&lt;br /&gt;
|-&lt;br /&gt;
| 15,912,560 || DBS || Arcadia May 2013&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miyamoto ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 10,803,760 || マイティポンチャック（ち）（わ・パクサ） || Gamest June 1996&lt;br /&gt;
|-&lt;br /&gt;
| 12,729,670 || PPR-NGM || Gamest July 1996&lt;br /&gt;
|-&lt;br /&gt;
| 13,654,500 || YGA-PKG-IBA || Gamest August 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,225,200 || K.N || Gamest September 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,620,490 || K.N || Gamest October 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,972,710 || 木村 || Gamest December 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,989,710 || 木村 || Gamest January 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,772,960 || K.N || Gamest March 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,811,520 || パチはあかんで！ １７才ぞー || Gamest April 1997&lt;br /&gt;
|-&lt;br /&gt;
| 16,219,490 || K.N || Gamest May 1997&lt;br /&gt;
|-&lt;br /&gt;
| 16,344,970 || RDZ-K.M || Gamest October 1997&lt;br /&gt;
|-&lt;br /&gt;
| 16,674,770 || KMT || Gamest February 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,778,090 || NLB-KNTR || Gamest April 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,907,210 || DXP CYR || Gamest July 1999&lt;br /&gt;
|-&lt;br /&gt;
| 17,152,890 || DXP CYR || Arcadia March 2000&lt;br /&gt;
|-&lt;br /&gt;
| 17,328,950 || DXP CYR || Arcadia October 2001&lt;br /&gt;
|-&lt;br /&gt;
| 17,369,950 || DXP CYR || Arcadia December 2002&lt;br /&gt;
|-&lt;br /&gt;
| 17,530,010 || DXP CYR || Arcadia February 2003&lt;br /&gt;
|-&lt;br /&gt;
| 17,549,480 || SDD-Kaede || Arcadia March 2007&lt;br /&gt;
|-&lt;br /&gt;
| 17,606,500 || Yamanaka || Arcadia April 2007&lt;br /&gt;
|-&lt;br /&gt;
| 17,687,450 || SDD-Kaede || Arcadia May 2007&lt;br /&gt;
|-&lt;br /&gt;
| 17,756,960 || Yamanaka || Arcadia June 2007&lt;br /&gt;
|-&lt;br /&gt;
| 17,950,220 || Yamanaka || Arcadia July 2007&lt;br /&gt;
|-&lt;br /&gt;
| 18,003,510 || Yamanaka || Arcadia October 2007&lt;br /&gt;
|-&lt;br /&gt;
| 18,016,990 || SDD-Kaede || Arcadia July 2008&lt;br /&gt;
|-&lt;br /&gt;
| 18,119,230 || SDD-Kaede || Arcadia January 2009&lt;br /&gt;
|-&lt;br /&gt;
| 18,145,970 || SDD-Kaede || Arcadia March 2009&lt;br /&gt;
|-&lt;br /&gt;
| 18,226,070 || SDD-Kaede || Arcadia May 2009&lt;br /&gt;
|-&lt;br /&gt;
| 18,261,950 || SDD-Kaede || Arcadia July 2009&lt;br /&gt;
|-&lt;br /&gt;
| 18,288,240 || SDD-Kaede || Arcadia July 2010&lt;br /&gt;
|-&lt;br /&gt;
| 18,429,290 || SDD-Kaede || Arcadia December 2010&lt;br /&gt;
|-&lt;br /&gt;
| 18,485,040 || SDD-Kaede || Arcadia July 2011&lt;br /&gt;
|-&lt;br /&gt;
| 18,546,440 || SDD-Kaede || Arcadia October 2011&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Silver Sword ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 15,473,840 || DXP 吉田屋 || Arcadia March 2004&lt;br /&gt;
|-&lt;br /&gt;
| 15,579,790 || VMT-T島B || Arcadia November 2007&lt;br /&gt;
|-&lt;br /&gt;
| 15,701,260 || 栗鼠 || Arcadia February 2009&lt;br /&gt;
|-&lt;br /&gt;
| 16,054,700 || 栗鼠 || Arcadia May 2009&lt;br /&gt;
|-&lt;br /&gt;
| 16,149,600 || 栗鼠 || Arcadia July 2009&lt;br /&gt;
|-&lt;br /&gt;
| 16,228,800 || 栗鼠 || Arcadia July 2010&lt;br /&gt;
|-&lt;br /&gt;
| 16,243,670 || カズの性奴隷♥＠量産型かむいピャー || Arcadia January 2011&lt;br /&gt;
|-&lt;br /&gt;
| 16,698,120 || (*´ω｀*)カズｘピカｘかむ はやる？ || Arcadia February 2011&lt;br /&gt;
|-&lt;br /&gt;
| 16,751,930 || みぐ || Arcadia July 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wild Snail ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Date / Source&lt;br /&gt;
|-&lt;br /&gt;
| 10,581,440 || TYRANT-KENちゃん || Gamest May 1996&lt;br /&gt;
|-&lt;br /&gt;
| 13,023,400 || NAL || Gamest July 1996&lt;br /&gt;
|-&lt;br /&gt;
| 13,755,730 || NAL || Gamest August 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,170,980 || NAL || Gamest September 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,472,020 || ATF-KEN || Gamest November 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,748,220 || ATF-KEN || Gamest December 1996&lt;br /&gt;
|-&lt;br /&gt;
| 14,868,870 || MOL=CKDF=フルエンモ || Gamest January 1997&lt;br /&gt;
|-&lt;br /&gt;
| 14,963,030 || NGT-キャサ夫 || Gamest March 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,386,060 || ATF-KEN || Gamest April 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,426,440 || NGT-キャサ夫 || Gamest May 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,484,310 || う牛さん || Gamest July 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,708,860 || GEBOKU（ひ）のえかしら？ || Gamest August 1997&lt;br /&gt;
|-&lt;br /&gt;
| 15,747,850 || CYR-GEBOKU || Gamest February 1998&lt;br /&gt;
|-&lt;br /&gt;
| 15,872,340 || う牛（サビーニ状態） || Gamest March 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,162,990 || う牛（スペインヤロー状態） || Gamest April 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,380,600 || あんどう のぞみ♥CYR-GEBOKU || Gamest June 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,391,220 || 病み上がりTAK || Gamest October 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,557,650 || 病み上がり脱出TAK || Gamest November 1998&lt;br /&gt;
|-&lt;br /&gt;
| 16,789,640 || GP-愛のないタキ || Gamest May 1999&lt;br /&gt;
|-&lt;br /&gt;
| 16,932,350 || T³-Kamui || Arcadia October 1999&lt;br /&gt;
|-&lt;br /&gt;
| 17,006,610 || ザビーニ（口だけ） || Arcadia September 2001&lt;br /&gt;
|-&lt;br /&gt;
| 17,159,930 || Yamanaka  || Arcadia July 2008&lt;br /&gt;
|-&lt;br /&gt;
| 17,233,040 || Yamanaka  || Arcadia February 2011&lt;br /&gt;
|-&lt;br /&gt;
| 17,334,020 || Yamanaka  || Arcadia April 2011&lt;br /&gt;
|-&lt;br /&gt;
| 17,382,110 || Yamanaka || Arcadia January 2012&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=World_Record_Progression_for_Battle_Garegga&amp;diff=3678</id>
		<title>World Record Progression for Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=World_Record_Progression_for_Battle_Garegga&amp;diff=3678"/>
		<updated>2020-08-02T21:53:29Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page World Record Progression for Battle Garegga to Battle Garegga/World Record Progression: Made subpage of Battle Garegga&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Battle Garegga/World Record Progression]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=3675</id>
		<title>Shmups Wiki:List of shooting games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=3675"/>
		<updated>2020-08-02T21:51:09Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page List of shooting games (A-Z) to Shmups Wiki:List of shooting games: Moving to project namespace since it's a page the describes the internal organization of games at the wiki, hence the namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
This page contains links to every game that we ''currently'' have a wiki page written about in our Library. &lt;br /&gt;
&lt;br /&gt;
If you notice a game is missing, consider [[(Template Page)#Creating a new page|starting a page]]! ❤️ &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Developer !! Publisher !! Year !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batsugun]]'' || [[Toaplan]] || Toaplan || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Bakraid]]'' || [[Raizing]] || Eighting || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Garegga]]'' || [[Raizing]] || Eighting || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blue Revolver]]'' || [[Stellar Circle]] || Stellar Circle || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cho Ren Sha 68K]]'' || [[Koichi Yoshida]] || Koichi Yoshida || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton 2: Magical Night Dreams]]'' || [[Success]] || Success || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover]]'' || [[YOTSUBANE]] || Degica Games || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 2]]'' || [[Doragon Entertainment]] || Doragon Entertainment || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi]]'' || [[CAVE]] || Atlus || 1997 || &amp;lt;small&amp;gt;''In need of minor formatting update''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''''[[DoDonPachi DaiFukkatsu]]''' (DoDonPachi Resurrection)'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;Includes information about several releases!&amp;lt;br&amp;gt;''In need of formatting update''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange B]]'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.0]]'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.5]]'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.51]]'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi Dai-Ou-Jou]]'' || [[CAVE]] || AMI || ---- || &amp;lt;small&amp;gt;''In need of formatting update, lacking images''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi MAXIMUM]]'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;''Stub page, needs information''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi Saidaioujou]]'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;''Stub page, needs information''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dogyuun]]'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;''In need of minor formatting update''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DonPachi]]'' || [[CAVE]] || Atlus || 1995 || &amp;lt;small&amp;gt;''In need of minor formatting update''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Blaze]]'' || [[Psikyo]] || Psikyo || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ESP Ra.De.]]'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;''In need of formatting update''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda]]'' || [[CAVE]] || AMI || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing 2]]'' || [[Takumi]] || Capcom || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird 2]]'' || [[Psikyo]] ||  || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guwange]]'' || [[CAVE]] ||  || Year || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hellsinker.]]'' || [[Ruminant's Whimper]] || Ruminant's Whimper || ---- || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ibara]]'' || [[CAVE]] || CAVE || 2005 || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaikan]]'' || Zakichi || ©-kigekiyahonpo- || 2013 || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ketsui: Kizuna Jigoku Tachi]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;''In need of a formatting update''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mecha Ritz: Steel Rondo]]'' || [[HEY]] || HEY || 2016 || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Muchi Muchi Pork!]]'' || [[CAVE]] || CAVE || ---- || &amp;lt;small&amp;gt;''Empty page (just a logo).''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pink Sweets: Ibara Sorekara]]'' || [[CAVE]] || CAVE || 2006 || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters Jet]]'' || [[Seibu Kaihatsu]] || Seibu Kaihatsu || 1998 || &amp;lt;small&amp;gt;''In need of formatting update''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shippu Mahou Daisakusen]] (Kingdom Grand Prix)'' || [[Raizing]] || Eighting || 1994 || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Force]]'' || [[Studio Siesta]] || Studio Siesta || 2006 || &amp;lt;small&amp;gt;''---------------------''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=List_of_shooting_games_(A-Z)&amp;diff=3676</id>
		<title>List of shooting games (A-Z)</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=List_of_shooting_games_(A-Z)&amp;diff=3676"/>
		<updated>2020-08-02T21:51:09Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page List of shooting games (A-Z) to Shmups Wiki:List of shooting games: Moving to project namespace since it's a page the describes the internal organization of games at the wiki, hence the namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shmups Wiki:List of shooting games]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Shooting_game&amp;diff=3673</id>
		<title>Help:Shooting game</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Shooting_game&amp;diff=3673"/>
		<updated>2020-08-02T21:49:57Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page Shooting game to Help:Shooting game: Moved to Help namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Shooting Games (STG) ==&lt;br /&gt;
'''Shooting games''', also known as &amp;quot;'''shoot-em-ups'''&amp;quot;, &amp;quot;'''shmups'''&amp;quot; or &amp;quot;'''STGs''' ('''S'''hoo'''T'''ing '''G'''ames)&amp;quot;, are a genre of video game that focuses primarily on a single player shooting down waves of enemies in a typically auto-scrolling fashion. Shooting games have two primary subgenres of games: '''Horizontal''', also known as ''Yoko'' (''[[Gradius]]'', ''[[R-Type]]'', etc.), &amp;amp; '''Vertical''', also known as ''tate'' (''[[DonPachi]]'', ''[[Ikaruga]]'', etc.), as well as the occasional Isometric shooter (''[[Viewpoint]]'').&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The STG genre primarily originated in the arcades, and were often well known for their high level of difficulty (often ramping up greatly by stage 3), blistering-fast bullet speeds, and highly detailed artwork. As time went on, developers such as [[CAVE]] began innovating on the previously-established STG formula by introducing greater amounts of bullets, complex bullet patterns, smaller hitboxes, and complex scoring systems -- these games would be known as the &amp;quot;''manic shooter''&amp;quot; or &amp;quot;''bullet hell''&amp;quot; subgenre of shooting games.&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shooting_game&amp;diff=3674</id>
		<title>Shooting game</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shooting_game&amp;diff=3674"/>
		<updated>2020-08-02T21:49:57Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page Shooting game to Help:Shooting game: Moved to Help namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Help:Shooting game]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=3671</id>
		<title>Help:Dodging strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=3671"/>
		<updated>2020-08-02T21:46:47Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page Dodging strategy to Help:Dodging strategy: Moving to help namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
In general, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dodging_strategy&amp;diff=3672</id>
		<title>Dodging strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dodging_strategy&amp;diff=3672"/>
		<updated>2020-08-02T21:46:47Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page Dodging strategy to Help:Dodging strategy: Moving to help namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Help:Dodging strategy]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=3603</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=3603"/>
		<updated>2020-08-02T18:04:59Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page Glossary of shmups to Help:Glossary: Moved to Help namespace, removed &amp;quot;of shmups&amp;quot; since this is the Shmups wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and refers to completing all of the stages of a game on a '''single credit''' (no continues). &lt;br /&gt;
&lt;br /&gt;
Another term that is used is &amp;quot;x-'''ALL'''&amp;quot;, where x represents the number of [[loop]]s completed in a single run on a single credit. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-ALL'''.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Arrange===&lt;br /&gt;
An '''arrange mode''' is an alternate version of a game, commonly either included with console ports, or made as part of special events, where mechanics, artwork, and various aspects of the game are &amp;quot;remixed&amp;quot; and modified in various ways. &lt;br /&gt;
&lt;br /&gt;
Arrange modes typically don't have enough changes to be considered completely different games, as they are often re-conceptualizations of stages and mechanics, but in some cases, they do have enough differences to be given separate leaderboards, strategies, and stage routing.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot''' or '''Full Auto'''.''&lt;br /&gt;
&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bomb===&lt;br /&gt;
A '''bomb''' is the generic term for a limited-use weapon, usually one that does large amounts of damage, typically granting some amount of invincibility for use in emergency situations. Bombs are often stored in stocks similarly to lives, though sometimes they operate on a meter or even just a cooldown timer. They will often be replenished each time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
===Bullet Cancel===&lt;br /&gt;
In some games, destroying certain enemies or meeting specific conditions will result in bullets being deleted from the screen, known as a '''bullet cancel'''. Bullet cancels are typically used as a part of a game's scoring system, as cancelled bullets will often increase score, release point items, or create other similar effects.&lt;br /&gt;
&lt;br /&gt;
===Bullet Hell===&lt;br /&gt;
''Also called '''Danmaku''' or '''Manic Shooter'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shoot-em-up characterized by large numbers of bullets, often in intricate patterns. Innovated in large part by the developers of [[Toaplan]] and [[CAVE]], and with [[DonPachi]], released in 1995.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, counterstop, or CS''' refers to when a score counter reaches the maximum amount that it is able to reach, commonly displayed on a HUD as a series of 9s in each score digit. When a counter-stop is achieved, in most cases, the game stops counting score for the player. It is not possible to score higher than a counter-stop, so often players will stop using scoring techniques upon reaching it.&lt;br /&gt;
&lt;br /&gt;
Games with particularly exploitable counter-stop strategies due to oversights in game design, such as ''[[Dogyuun]]'', are in many cases not played for high scores, or are played in ways that specifically avoid counter-stop strategies.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Doujin===&lt;br /&gt;
&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. While often conflated with the Western concept of indie, many doujin creators consider themselves philosophically different from indie creators.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Extend===&lt;br /&gt;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. In shooting games, extends are usually rewarded after earning a certain score, or after completing specific in-game tasks.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Grazing===&lt;br /&gt;
'''Grazing''' is a mechanic present in some shooting games, in which some effect is produced by getting extremely close to, but not touching, enemy bullets. Grazing may be used in games to increase score, provide items, or even slow down bullets, among other effects.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A '''hitbox''' is a typically invisible box or region, used by a game to calculate whether objects have collided or not. They are typically made of simple shapes, and are used to simplify and add consistency to collision detection, as using every pixel of a sprite or model for collision detection would be both computationally more intensive and mechanically unwieldy. Player ships, enemy ships, bullets, environment, and so on, can all have hitboxes. Hitboxes are often much smaller than the objects might appear, so developers will often add some sort of visual feature to hint at hitbox location - such as a bright cockpit on a ship, an ornament on a character's back, or even displaying the hitbox itself with a small dot. Bullets may also have their hitboxes indicated via a different colored region toward the center of the bullet, that more closely matches its true hitbox.&lt;br /&gt;
&lt;br /&gt;
===Hyper System===&lt;br /&gt;
'''&amp;quot;Hyper system&amp;quot;''' or '''hyper''' refers to a game mechanic where the player can spend a gauge or power-up that grants them '''massively increased firepower''' for a limited time, in exchange for '''harder game difficulty''', such as faster bullet speeds, denser bullet patterns, overall rank increase, and/or more aggressive enemy AI. The concept of the hyper system was originally conceived in ''[[DoDonPachi Campaign Version]]'', a special arrange mode of ''[[DoDonPachi]]'', and was refined and popularized by ''[[DoDonPachi Dai-Ou-Jou]]''. It has since appeared in a variety of games, such as ''[[Crimzon Clover]]''.&lt;br /&gt;
&lt;br /&gt;
In more non-traditional uses of the term, '''hyper''' may be used to refer to any temporary, powered-up state.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
===No-miss===&lt;br /&gt;
In shooting games (and many games that originate in Japan), a &amp;quot;miss&amp;quot; refers to player death; achieving a '''No-Miss''' means going through the entire stage, game, or boss fight without losing a life. &lt;br /&gt;
&lt;br /&gt;
Many games offer significant bonus points for achieving a No-Miss at the end of the stage, or at the end of the game. In games that feature a [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; is an augment to a player's ship that grants additional firepower. In some games, options can also be used to block bullets. Options are usually represented by a pod-like object or a small ship that flies with the player's ship.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Point-blank===&lt;br /&gt;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; refers to a place on the screen that you can place your ship to completely avoid damage from incoming bullet patterns. Safespots are typically the result of system exploits, game design oversights, or glitches/bugs. &lt;br /&gt;
&lt;br /&gt;
Particularly egregious safespots can often allow a player to completely avoid damage while still damaging enemies and bosses for the duration of an encounter, which can completely nullify the difficulty of said encounter.&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Time-out===&lt;br /&gt;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. Some games, such as ''[[Ikaruga]]'', feature an invincible boss that must be timed-out in order to win, forcing the player to rely on their dodging skills and pattern recognition. In most other games, time-outs typically exist in order to prevent the player from earning unlimited amounts of points from [[#Milk|milking]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; a hidden boss encounter that only appears to highly skilled players. Reaching the TLB of a game often requires meeting a series of requirements, such as achieving a &amp;quot;[[no miss]]-no bomb (NMNB)&amp;quot; run, reaching a certain score threshold, destroying certain objects, entering a certain &amp;quot;path&amp;quot;, or other objectives that can range from the obvious to the esoteric. &lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
===Zako===&lt;br /&gt;
''See [[#Popcorn|Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Glossary_of_shmups&amp;diff=3604</id>
		<title>Glossary of shmups</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Glossary_of_shmups&amp;diff=3604"/>
		<updated>2020-08-02T18:04:59Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Jotamide moved page Glossary of shmups to Help:Glossary: Moved to Help namespace, removed &amp;quot;of shmups&amp;quot; since this is the Shmups wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Help:Glossary]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Jotamide/sandbox&amp;diff=3601</id>
		<title>User:Jotamide/sandbox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Jotamide/sandbox&amp;diff=3601"/>
		<updated>2020-08-02T17:59:55Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Copied template page, will do some tests later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ( Insert Game Title Here ) ==&lt;br /&gt;
[[File:Template_Logo.png|center]]&lt;br /&gt;
[[File:Template_Title.png|thumb|left|100px]]&lt;br /&gt;
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets. &lt;br /&gt;
&lt;br /&gt;
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.&lt;br /&gt;
&lt;br /&gt;
The title screenshot (on the left on this page) can also be placed to the right if the author wants. Simply just replace &amp;quot;left&amp;quot; with &amp;quot;right&amp;quot; in the brackets. &lt;br /&gt;
&lt;br /&gt;
You can also change the size (in px) in order to better fit all of the text of the page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&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;
* Cool facts and random tidbits go here!&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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Jotamide&amp;diff=3586</id>
		<title>User:Jotamide</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Jotamide&amp;diff=3586"/>
		<updated>2020-08-02T15:31:06Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Jotamide/sandbox|Sandbox]]&lt;br /&gt;
&lt;br /&gt;
For any questions about my edits, contact me on [https://twitter.com/jotamide Twitter] or Discord (Jotamide#8855).&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Muchi_Muchi_Pork!&amp;diff=3585</id>
		<title>Category:Muchi Muchi Pork!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Muchi_Muchi_Pork!&amp;diff=3585"/>
		<updated>2020-08-02T15:29:02Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:CAVE]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Muchi_Muchi_Pork!&amp;diff=3584</id>
		<title>Muchi Muchi Pork!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Muchi_Muchi_Pork!&amp;diff=3584"/>
		<updated>2020-08-02T15:28:46Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Muchi Muchi Pork! むちむちポーク！ ==&lt;br /&gt;
[[File:PorkLogo.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Muchi Muchi Pork!]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Pink_Sweets:_Ibara_Sorekara&amp;diff=3583</id>
		<title>Category:Pink Sweets: Ibara Sorekara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Pink_Sweets:_Ibara_Sorekara&amp;diff=3583"/>
		<updated>2020-08-02T15:28:13Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ibara series]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Pink_Sweets:_Ibara_Sorekara&amp;diff=3582</id>
		<title>Pink Sweets: Ibara Sorekara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Pink_Sweets:_Ibara_Sorekara&amp;diff=3582"/>
		<updated>2020-08-02T15:27:49Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #f011cb&lt;br /&gt;
|innerbordercolor = #f788be&lt;br /&gt;
|title = Pink Sweets&lt;br /&gt;
|background = #f7e1f4&lt;br /&gt;
|image = Pink Sweets Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music =  &lt;br /&gt;
|program = Shinobu Yagawa, Yuji Inoue&lt;br /&gt;
|art = Tomoyuki Kotani&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 21, 2006 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': February 24, 2011&lt;br /&gt;
|previousgame = [[Ibara]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Pink Sweets''''' &amp;lt;small&amp;gt;(ピンクスゥイーツ abbreviated: '''PS''')&amp;lt;/small&amp;gt; is a [[bullet hell]] [[shooting game|shoot-em-up]] developed by [[CAVE]] in 2006. Story wise, this game is a sequel to ''[[Ibara]]''.&lt;br /&gt;
&lt;br /&gt;
Pink Sweets was later ported to the XBox 360 in 2011, as a double-pack of ''[[Muchi Muchi Pork]]'' &amp;amp; Pink Sweets.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Pink Sweets is a 2-button game in normal play, with an 8 directional joystick for movement.&lt;br /&gt;
&lt;br /&gt;
* Not shooting will build up your Shield and charge your Rose Cracker. 142 frames after the last regular Shot from your ship, the Rose Cracker Gauge is fully charged.&lt;br /&gt;
&lt;br /&gt;
* '''A:''' 1) Fires your Shot &amp;amp; Rose Hips. However, pressing the button fast enough will raise the internal autofire rate; 2) In case your Rose Cracker Gauge is fully charged, you will additionally release a Rose Cracker. &lt;br /&gt;
* '''B (press):''' Cycles through your Rose Hip Formations, if you have any collected on your current life. Cycling between: Forward, Wide, Back, Reverse &amp;amp; Turn in that order.&lt;br /&gt;
* '''B (hold):''' Fires your Rose Hips only.&lt;br /&gt;
* '''A+B (press):''' 1) Changes your speed; 2) The current charge of the Rose Cracker Gauge is cancelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''In-Game HUD'''&lt;br /&gt;
&lt;br /&gt;
[[File:Pink Sweets HUD.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1) Rose Cracker Gauge.''' When fully charged you'll be able to release a Rose Cracker&lt;br /&gt;
&lt;br /&gt;
'''2) Speed meter.''' There are 4 different levels of speed&lt;br /&gt;
&lt;br /&gt;
'''3) Internal auto-fire rate''' (#10, #12, #15, #20, #30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each character has 4 different sub-types to choose from. These types usually have slightly different attacks from Shot Level 1 onwards. Shot Level 0 is the same for each type. The types are decided by which button you press when you select a character: A, B, A+B, and Start.&lt;br /&gt;
&lt;br /&gt;
The 4 types of each character and their Rapid Shot as well as their Wide Shot at Shot Level 3 are as follows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PSCharacter.png|right|400px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ply i01.gif]]&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Gloire De Meidi&amp;amp;Midi&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A&lt;br /&gt;
! Rapid&lt;br /&gt;
| Six straight shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Five wide shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
! Rapid&lt;br /&gt;
| Four straight shots to the front &amp;lt;br&amp;gt;Two straight shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Five wider shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A+B&lt;br /&gt;
! Rapid&lt;br /&gt;
| Four straight shots to the front &amp;lt;br&amp;gt;Two straight shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Five even wider shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Start&lt;br /&gt;
! Rapid&lt;br /&gt;
| Two straight shots to the front &amp;lt;br&amp;gt;Three wide shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Two straight shots and one shot each at 45° to the front &amp;lt;br&amp;gt;One shot each at 45° to the back&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ply i02.gif]]&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Hana Kasumi&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A&lt;br /&gt;
! Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Six homing rockets to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
! Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Six homing rockets to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A+B&lt;br /&gt;
! Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| 3-way homing rockets from each side and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Start&lt;br /&gt;
! Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Homing rockets from all sides and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ply i03.gif]]&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mount Shasta&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A&lt;br /&gt;
! Rapid&lt;br /&gt;
| Two fixed laser beams to the front&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| Two laser beams to the front (leaning angle 20°)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
! Rapid&lt;br /&gt;
| One fixed laser beam and your level 0 Shot to the front &amp;lt;br&amp;gt;Single straight shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| One laser beam (leaning angle 60°) and a 5-way shot to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A+B&lt;br /&gt;
! Rapid&lt;br /&gt;
| One fixed laser beam and your level 0 Shot to the front &amp;lt;br&amp;gt;3-way shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| One laser beam (leaning angle 80°) and a 6-way shot to the front &amp;lt;br&amp;gt;Laser locks on to enemies &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Start&lt;br /&gt;
! Rapid&lt;br /&gt;
| One fixed laser beam to the front &amp;lt;br&amp;gt;4-way shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| One laser beam (leaning angle 90°) and a 6-way shot to the front &amp;lt;br&amp;gt;Laser locks on to enemies&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ply i04.gif]]&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | French Lace&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A&lt;br /&gt;
! Rapid&lt;br /&gt;
| Three straight lightning beams to the front&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| 3-way wide lightning up to 30° to each side&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
! Rapid&lt;br /&gt;
| Two straight lightning beams to the front &amp;lt;br&amp;gt;One straight lightning beam to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| 3-way wide lightning up to 45° to each side&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | A+B&lt;br /&gt;
! Rapid&lt;br /&gt;
| Two straight lightning beams to the front &amp;lt;br&amp;gt;One straight lightning beam to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| 3-way wide lightning up to 60° to each side &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Start&lt;br /&gt;
! Rapid&lt;br /&gt;
| One straight lightning beam to the front &amp;lt;br&amp;gt;Two straight lightning beams to the back&lt;br /&gt;
|-&lt;br /&gt;
! Wide&lt;br /&gt;
| 3-way wide lightning up to 90° to each side&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Speed'''&lt;br /&gt;
&lt;br /&gt;
There are four levels of speed you can switch to by pressing A+B anywhere in the game. In terms of speed, Meidi&amp;amp;Midi and Shasta are both faster than Kasumi and Lace. The speed values in the table below are measured by counting the frames it takes to cross the screen horizontally. Therefore, a high value corresponds to a slower speed and a low value to a faster speed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Speed 0 !! Speed 1 !! Speed 2 !! Speed 3&lt;br /&gt;
|-&lt;br /&gt;
! Meidi&amp;amp;Midi&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 140&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 105&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 71&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 53&lt;br /&gt;
|-&lt;br /&gt;
! Shasta&lt;br /&gt;
|-&lt;br /&gt;
! Kasumi&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 171&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 128&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 86&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
! Lace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu01.gif]] || '''Shot Power Up''' &amp;lt;br&amp;gt;Increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu03.gif]] || '''Rapid Shot''' &amp;lt;br&amp;gt;Changes to Rapid Shot ''or'' increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu02.gif]] || '''Wide Shot''' &amp;lt;br&amp;gt;Changes to Wide Shot ''or'' increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu04.gif]] || '''Rose Hip''' &amp;lt;br&amp;gt;Adds a Rose Hip to your ship &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rose Items'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 100 !! 200 !! 400 !! 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pnt02.gif]] || [[File:Itm i pnt03.gif]] || [[File:Itm i pnt04.gif]] || [[File:Itm i pnt05.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rose Medals'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 100 !! 200 !! 300 !! 400 !! 500 !! 600 !! 700 !! 800 !! 900 !! 1,000 !! 2,000 !! 3,000 !! 4,000 !! 5,000 !! 6,000 !! 7,000 !! 8,000 !! 9,000 !! 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pnt07.gif]] || [[File:Itm i pnt08.gif]] || [[File:Itm i pnt09.gif]] || [[File:Itm i pnt10.gif]] || [[File:Itm i pnt11.gif]] || [[File:Itm i pnt12.gif]] || [[File:Itm i pnt13.gif]] || [[File:Itm i pnt14.gif]] || [[File:Itm i pnt15.gif]] || [[File:Itm i pnt16.gif]] || [[File:Itm i pnt17.gif]] || [[File:Itm i pnt18.gif]] || [[File:Itm i pnt19.gif]] || [[File:Itm i pnt20.gif]] || [[File:Itm i pnt21.gif]] || [[File:Itm i pnt22.gif]] || [[File:Itm i pnt23.gif]] || [[File:Itm i pnt24.gif]] || [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
There are two separate settings determining the rank in Pink Sweets. Difficulty 1 determines only the starting rank and has no further effect on the gameplay. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 1 (starting rank) !! in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Super Easy || 16,252,928 (F80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy || 15,728,640 (F00,000)&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 15,204,352 (E80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Normal [default] || 14,680,064 (E00,000)&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 14,155,776 (D80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard || 13,631,488 (D00,000)&lt;br /&gt;
|-&lt;br /&gt;
| Super Hard || 13,107,200 (C80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievable || 12,582,912 (C00,000)&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 2 (per frame rank) !! &lt;br /&gt;
|-&lt;br /&gt;
| Minimum Slow || 4 (4)&lt;br /&gt;
|-&lt;br /&gt;
| Very Slow || 8 (8)&lt;br /&gt;
|-&lt;br /&gt;
| Slow || 12 (C)&lt;br /&gt;
|-&lt;br /&gt;
| Medium [default] || 16 (10)&lt;br /&gt;
|-&lt;br /&gt;
| Fast || 20 (14)&lt;br /&gt;
|-&lt;br /&gt;
| Very Fast || 24 (18)&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Fast || 28 (1C)&lt;br /&gt;
|-&lt;br /&gt;
| Unforgettable || 32 (20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Rank maxes out at 00,000,000 (000,000 in hex) regardless of the difficulty settings.&lt;br /&gt;
* Starting rank for Score Attack mode is the same as on Normal.&lt;br /&gt;
* Starting rank for Extended mode is 11,010,048 (A80,000 in hex) on loop 1 and 8,257,536 (7E0,000 in hex) on loop 2 on default settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both the overall rank and the per frame rank are influenced by certain actions of the player, e.g. firing your Shot or picking up an item. All of the actions that have an effect on rank are listed in the tables below. Even though, an increase in difficulty is actually measured by a decreasing rank counter, the numbers below are listed as if the rank counter would count up. This is simply to make things easier to follow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 0 lives &amp;gt; Game Over || -2,097,152 (-200,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 1 life &amp;gt; 0 lives || -1,048,576 (-100,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 2 lives &amp;gt; 1 life || -524,288 (-80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 3 lives &amp;gt; 2 lives || -262,144 (-40,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 4 lives &amp;gt; 3 lives || -131,072 (-20,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 5 lives &amp;gt; 4 lives || -65,536 (-10,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death while on infinite lives || -1,048,576 (-100,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death during Score Attack mode || -524,288 (-80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Speed Change || 16,384 (4,000)&lt;br /&gt;
|-&lt;br /&gt;
| Formation Change || 4,096 (1,000)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb a bullet w/ Shield or RC || 16 (10)&lt;br /&gt;
|-&lt;br /&gt;
| Shoot a destructible bullet || 16 (10)&lt;br /&gt;
|-&lt;br /&gt;
| Seal a bullet || 1,024 (400)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Simply pressing the A or B button has no effect on rank. It is only the action that counts.&lt;br /&gt;
* Grazing enemy bullets has no effect on rank.&lt;br /&gt;
* Absorbing enemy lasers with your Rose Cracker has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Per Frame Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Shot Special Power Up || 1 (1) [permanent]&lt;br /&gt;
|-&lt;br /&gt;
| Search Formation || 1 (1) [permanent]&lt;br /&gt;
|-&lt;br /&gt;
| Rose Hip equipped (per Rose Hip) || 10 (A)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Cracker Gauge fully charged || 64 (40)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The per frame rank increase from activating Shot Special Power Up and Search Formation stays even after the player dies or unequips them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| 100~900 Medals || 256 (100)&lt;br /&gt;
|-&lt;br /&gt;
| 1,000~9,000 Medals || 1,024 (400)&lt;br /&gt;
|-&lt;br /&gt;
| 10,000 Medal || 4,096 (1,000)&lt;br /&gt;
|-&lt;br /&gt;
| 100pt. Rose Item || 256 (100)&lt;br /&gt;
|-&lt;br /&gt;
| 200pt. Rose Item || 512 (200)&lt;br /&gt;
|-&lt;br /&gt;
| 400pt. Rose Item || 768 (300)&lt;br /&gt;
|-&lt;br /&gt;
| 800pt. Rose Item || 1,024 (400)&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Item || 16,384 (4,000)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Hip Item || 16,384 (4,000)&lt;br /&gt;
|-&lt;br /&gt;
| 1-Up Item || 524,288 (80,000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Dropping a medal has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Any character, Shot (power Level 0) || 5 (5)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Hip Shot || 10 (A)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Cracker || 32,768 (8,000)&lt;br /&gt;
|-&lt;br /&gt;
| Meidi&amp;amp;Midi, Twin Shot || 5 (5)&lt;br /&gt;
|-&lt;br /&gt;
| Kasumi, Napalm || 20 (14)&lt;br /&gt;
|-&lt;br /&gt;
| Kasumi Homing || 15 (F)&lt;br /&gt;
|-&lt;br /&gt;
| Shasta, Laser (per frame) || 6 (6)&lt;br /&gt;
|-&lt;br /&gt;
| Lace, Lightning (per beam) || 60 (3C)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
haha number go up&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Pearl|Pearl]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
# All item sprites taken from CAVE's official website https://www.cave.co.jp/gameonline/pinksweets/system/item.html&lt;br /&gt;
# Rank info from Archer's website: http://archerstg.web.fc2.com/pinksweets/bitterrank.htm&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pink Sweets: Ibara Sorekara]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Ibara_series&amp;diff=3581</id>
		<title>Category:Ibara series</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Ibara_series&amp;diff=3581"/>
		<updated>2020-08-02T15:27:12Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created page with &amp;quot;Category:CAVE&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:CAVE]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Ibara&amp;diff=3580</id>
		<title>Category:Ibara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Ibara&amp;diff=3580"/>
		<updated>2020-08-02T15:27:01Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ibara series]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Ibara&amp;diff=3579</id>
		<title>Ibara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Ibara&amp;diff=3579"/>
		<updated>2020-08-02T15:26:37Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #be4240&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Ibara&lt;br /&gt;
|background = #ffeaec&lt;br /&gt;
|image = Ibara_TitleScreen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = ''Ibara'' title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Shinji_Hosoe Shinji Hosoe] &lt;br /&gt;
|program = Shinobu Yagawa&lt;br /&gt;
|art = [https://en.wikipedia.org/wiki/Toshiyuki_Kotani Tomoyuki Kotani]&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': July 15, 2005 &amp;lt;br&amp;gt; '''PlayStation 2''' &amp;lt;br&amp;gt; '''JP''': February 23, 2006&lt;br /&gt;
|nextgame = [[Pink Sweets: Ibara Sorekara]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ibara 鋳薔薇 ==&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Ibara|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the Black Label version, please refer to [[Ibara Kuro: Black Label]].''&lt;br /&gt;
[[File:Ibara Title.png|1000px|center]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''(ED: Someone just copied from Wikipedia for this, lol. This is really bad and will be improved in due time. In the meantime, even though I hate it, it's probably still better than no introduction)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Ibara'' (鋳薔薇) is very similar to [[Raizing | 8ing/Raizing's]] [[Battle Garegga]] and [[Battle Bakraid]] games. So much so that ''Ibara'' could be considered a pseudo-sequel or, at least, a spiritual successor. The similarities are numerous - some are subtle, some are easily spotted. These include combining archaic technology such as biplanes with more advanced machinery; firing and a power-up system; and a medal collecting system which drastically increases scoring. The game features a similar method of earning bombs and a delay when launching them as well. Some of the enemies and their attack patterns are very familiar such as the large cranes in stage 1 and the minigun-wielding first boss. The enemy's explosions spiral around when destroying some of the heavier weapons/scenery and thin, while seemingly camouflaged enemy bullets are scattered around the play area in comparable patterns. More subtle references include the HUD layout which lists the name of the current stage at the top of the screen and, when starting a stage, tells users the title of the background music that is playing.&lt;br /&gt;
&lt;br /&gt;
A notable feature of ''Ibara'' is the inclusion of a variable, real-time difficulty system by way of the [[Ibara#Rank_System_Overview | ''Rank'']] system. The player's rank increases as they acquire more items and cause more damage, increasing the difficulty of the game along with it. The number of enemies does not increase but the number of bullets fired towards the user does, often reaching a ridiculous level of bullet density. There are ways of lowering this rank system if the odds appear too much. The only known way of decreasing the player's Rank in Ibara is to die. The more lives you have, the less the rank decreases when you die. In the later version, Ibara Kuro: Black Label, Rank can be decreased by cancelling bullets with a bomb, however Rank also increases much faster in this version, potentially increasing from minimum to maximum in a matter of seconds.&lt;br /&gt;
&lt;br /&gt;
=== Game Modes ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Ibara'' has three different playable game modes. In addition to the standard game mode, there are also a ''Harder'' and an ''Extended'' play mode available. These modes are meant for experienced players, and significantly increase the game difficulty. &lt;br /&gt;
&lt;br /&gt;
Note that there are separate leaderboards for each game mode, so it does not convey any scoring advantage to play on ''Harder'' or ''Extended'' unless the goal is specifically to compete in one of those modes.&lt;br /&gt;
&lt;br /&gt;
When pressing the '''Start''' button to begin a credit, a directional input from the joystick can change the mode for that credit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Direction&amp;amp;nbsp;Input&amp;amp;nbsp;Held &lt;br /&gt;
! Game&amp;amp;nbsp;Mode &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| None || Normal || The standard gameplay mode.&lt;br /&gt;
|-&lt;br /&gt;
| Up || Harder || A gameplay mode that ''dramatically'' increases the game difficulty. Begins with greatly elevated [[#Rank|Rank]].&lt;br /&gt;
|-&lt;br /&gt;
| Down || Extended || A two-[[Glossary of shmups#Loop|loop]] gameplay mode. The first loop is equivalent to the normal gameplay mode, while the second loop is equivalent to Harder difficulty.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When playing in ''Harder'' or ''Extended'' modes, extra text will appear in the top-center of the in-game HUD to indicate the currently selected mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;More accurately, upon reaching the end of the first loop, the game will adjust the minimum Rank value to match the minimum Rank found in Harder mode. This may or may not have an immediate impact on game difficulty depending on the current Rank value when the first loop was completed; if it is ''higher'' than this adjusted minimum, it is not believed to be reduced upon looping.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Ibara HUD.png|300px|thumb|left|HUD Overview with labeled elements.]]&lt;br /&gt;
==== HUD ====&lt;br /&gt;
''Ibara'''s HUD layout is relatively simple compared to other [[CAVE]] titles, and should be very familiar to players of other Yagawa games, such as ''[[Battle Garegga]]''.&lt;br /&gt;
&lt;br /&gt;
The HUD shows the current score, Life Stock, Full Bomb Stock, and Bomb Fragment Stock for both Players, along with the name of the current Stage and the top score from the score table.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; The two Player HUD layouts are mirror images of each other. If only one Player is currently in-game, the other half of the HUD will be hidden. The HUD image shown here displays the Player 1 configuration, and highlights the screen regions where the Player 2 elements would be displayed if they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''A''' || Player 1 Life Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''B''' || Player 1 Score&lt;br /&gt;
|-&lt;br /&gt;
| '''C''' || Player 1 Full Bomb Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''D''' || Player 1 Bomb Fragment Stock&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''E''' || Current Stage name&lt;br /&gt;
|-&lt;br /&gt;
| '''F''' || Highest score on the score table&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''G''' || Player 2 Score&lt;br /&gt;
|-&lt;br /&gt;
| '''H''' || Player 2 Life Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''I''' || Player 2 Bomb Fragment Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''J''' || Player 2 Full Bomb Stock&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;On the PCB, ''Ibara'''s score table can be configured to save scores indefinitely or reset them every time the game is powered off. Without knowing the machine configuration, it is impossible to know whether the TOP score represents an all-time high score for this machine, or simply the highest score that has been achieved this power cycle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Ibara Screen Scroll Example.png|200px|thumb|left|An example of horizontal scrolling. Only about 75% of the full Stage width is visible at any one time.]]&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
''Ibara'' is a vertically scrolling shooter, so the background and 'ground level' stage elements are constantly scrolling from top to bottom. The rate of this scroll is mostly constant, though in some specific areas (notably, the boss arenas of Stage 5 and 6) the scroll speed slows down or stops completely.&lt;br /&gt;
&lt;br /&gt;
However, ''Ibara'', like many other [[CAVE]] games, also features a horizontal scroll. As the Player moves left and right across the screen, the background layer (and thus, 'grounded' enemies, items, and stage elements) will also move slightly. The background scrolls much slower horizontally than the Player's movement speed, which creates a parallax effect.&lt;br /&gt;
&lt;br /&gt;
At any given time, the horizontal scrolling creates a 'viewport' that is approximately 75% (3/4) of the actual stage width. This is an important concept to understand, because enemy and item spawns are based on ''stage'' position, not ''screen'' position.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Ibara Dead Zones.png|200px|thumb|left|Approximate dead zones.&amp;lt;br&amp;gt;Red = no damage.&amp;lt;br&amp;gt;Blue = no items. &amp;lt;br&amp;gt;Purple = no damage and no items.]]&lt;br /&gt;
[[File:Ibara Dead Zone Example.png|400px|thumb|right|On the left, the Player correctly accounts for dead zones, and gets many item drops from defeated drones. On the right, the Player does not account for dead zones and gets no items.]]&lt;br /&gt;
==== Dead Zones ====&lt;br /&gt;
''Ibara'' has several screen regions that have a mechanical impact on gameplay by reducing enemy damage or item drops. These are known as ''dead zones''. &lt;br /&gt;
&lt;br /&gt;
There are two different kinds of dead zones in ''Ibara'':&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| No Damage Zone || Enemies or stage elements within these areas will not take damage while they are inside the dead zone.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| No Item Zone || Airborne enemies defeated within these areas will not drop items.&amp;lt;sup&amp;gt;**&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule, the very top and bottom edges of the screen (below the HUD elements) are No Damage Zones. &lt;br /&gt;
&lt;br /&gt;
The No Item Zones are on the left and right edges of the screen, and are less easily identifiable. There is, however, a visual cue that can be used when trying to find the No Item Zones. Aligning the center of a left slot Option with the left edge of the screen, or vice-versa, should position the Player on the border of the No Item dead zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;It is not currently known whether ''all'' damage is negated within these zones, or simply greatly reduced. There is some evidence to suggest damage is still taken by enemies within these regions, albeit at a ''drastically'' reduced rate.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;**&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;This applies specifically to small airborne enemies that would drop according to the [[#Item Drop Table|Item Drop Table]]; larger airborne enemies like the Stage 4 airships appear to be unaffected.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
&lt;br /&gt;
''Ibara'' uses only two primary buttons and an 8-direction joystick in gameplay. Each button can fulfill multiple functions based on how it is pressed or released, which can be a bit confusing for new players.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''It is quite important that ''Ibara'' be played on a 2-Player capable cabinet, since playing on Player 1 or Player 2 side will change the ship the Player will use in-game. This can have a dramatic impact on the game, as the two playable ships are mechanically distinct from each other and have different scoring and survival potential. For more information, please refer to [[#Ships|Ships]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Ibara Controls.png|frameless|left]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Joystick''' || Movement.&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;width:10%&amp;quot; | '''A (Tap)''' || Fire a short burst from the Main Shot and any Options. &amp;lt;br&amp;gt; While tapping, Options will not lock in position, and will change their angle based on movement. &amp;lt;br&amp;gt; By rapidly tapping and then holding '''A''', the autofire rate can be increased. Autofire rate will remain elevated until the next death.&lt;br /&gt;
|-&lt;br /&gt;
| '''A (Hold)''' || Continuously fire the Main Shot and any Options. &amp;lt;br&amp;gt;While the button is held, Options may lock and hold a fixed angle. Which Options will lock, if any, is based on what Ship Type is selected.&lt;br /&gt;
|-&lt;br /&gt;
| '''B (Tap)''' || Use a Bomb if at least one Bomb Fragment is in stock.&lt;br /&gt;
|-&lt;br /&gt;
| '''B (Hold)''' || If you have at least one Full Bomb in stock, holding the '''B''' button will 'Arm' a Hadou. A Hadou will remain Armed until the button is released.&lt;br /&gt;
|-&lt;br /&gt;
| '''B (Release)''' || If you have an Armed Hadou, releasing the '''B''' button will cause the Hadou to fire.&lt;br /&gt;
|-&lt;br /&gt;
| '''Start''' || Begin the game or Continue after a Game Over. &amp;lt;br&amp;gt; While in game, removes any Special Option formations the Player may have collected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Movestrips ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
Ibara_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&lt;br /&gt;
Ibara_Movestrip_English_Emphatic.jpg|Custom English movestrip created by [http://www.emphatic.se/?p=807 Emphatic].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Though ''Ibara'' features two playable ships, there is no ship or character select screen. Instead, the ship choice is dependent on whether the game is being played on Player 1 side or Player 2 side.&lt;br /&gt;
&lt;br /&gt;
The two ships are mechanically very distinct from each other. As mentioned in [[#Controls|Controls]], it is quite important that an ''Ibara'' cabinet be equipped with a 2-player control panel so that the Player can choose which ship to use. &lt;br /&gt;
&lt;br /&gt;
Each of the two playable Ships has a further four possible 'subtypes'; similar to ''[[Battle Garegga]]'', the choice of subtype is dependent on what buttons the Player is pressing when the game starts. Unlike ''Garegga'', however, in ''Ibara'' the subtype selection occurs  immediately when the '''Start''' button is pressed. By holding different combinations of the '''A''' and '''B''' buttons when the '''Start''' button is pressed to begin the game, the Player can select a subtype per the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button&amp;amp;nbsp;Held !! Ship&amp;amp;nbsp;Subtype&lt;br /&gt;
|-&lt;br /&gt;
| None || Type A&lt;br /&gt;
|-&lt;br /&gt;
| A || Type B&lt;br /&gt;
|-&lt;br /&gt;
| B || Type C&lt;br /&gt;
|-&lt;br /&gt;
| A ''&amp;amp;'' B || Type D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a practical example, if one coin is in the machine, pressing and holding the P1 side '''A''' button while pressing the P1 side '''Start''' button will result in starting a game as Bond, Type B.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Player 1: Bond&amp;lt;/big&amp;gt; ====&lt;br /&gt;
[[File:Ibara Bond Portrait.png|300px|frameless|left|Portrait of the Player 1 character, Bond.]]&lt;br /&gt;
[[File:Ibara P1Ship.png|250px|thumb|right|Bond's ship in ''Ibara'', named the ''Silister Similis''. Faster movement and more forward focused Shot compared to the Player 2 ship.]]&lt;br /&gt;
[[File:Ibara Bond Bomb Comparison.png|250px|thumb|right|Bond's bomb variants by ship subtype.&amp;lt;br&amp;gt;From left to right:&amp;lt;br&amp;gt;Type A - Forward wide spread&amp;lt;br&amp;gt;Type B - Straight forward&amp;lt;br&amp;gt;Type C - Homing&amp;lt;br&amp;gt;Type D - Forward thrown]]&lt;br /&gt;
&lt;br /&gt;
Character: '''Negotiator Agent 01, Bond'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ship: ''Silister Similis''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the two playable ships, Bond is overall faster and more 'linear'. Across all ship subtypes, Bond has moderate to high movement speed and a Main Shot that is primarily focused forwards. &lt;br /&gt;
&lt;br /&gt;
Though both ships are very viable for survival and intermediate scoring, Bond is considered slightly more difficult for survival play due to the narrow Shot width. In several areas (notably stages 4, 5, and 6), Bond players may struggle to deal with enemies approaching from multiple angles at once. Good [[#Option|Option]] control is essential for Bond players to compensate for his linear Shot; however, this reliance on Options can also make recoveries difficult if the Player is not able to recapture dropped Options after dying.&lt;br /&gt;
&lt;br /&gt;
Because of his higher movement speed, Bond is capable of catching falling Medals and other Items more easily than Dyne. He is currently thought to have overall higher scoring potential compared to Dyne, though not by a large margin. The current [[STG Hall of Records#Ibara|World Record]] score was achieved with Bond.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship&amp;amp;nbsp;Subtype !! Movement&amp;amp;nbsp;Speed !! Lockable&amp;amp;nbsp;Options !! Bomb&amp;amp;nbsp;Style !! Shot&amp;amp;nbsp;Style&lt;br /&gt;
|-&lt;br /&gt;
| Type A || Moderate || All || ''Fired forward in a 'V' spread.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cover almost the entire screen.|| Mostly forward focused shot with slight spread.&lt;br /&gt;
|-&lt;br /&gt;
| Type B || Moderately Slow || All || ''Fired directly forward in an inverted 'V' wave.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cross the entire screen.|| Straight forward shot.&lt;br /&gt;
|-&lt;br /&gt;
| Type C || Fast || Left and Right || ''Homing missile with continuous trail'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count. Can be difficult to control when many enemies are present.|| Forward focused shot with some piercing effects; bullets can travel through enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Type D || Very Fast || Rear || ''Forward thrown bomb'' &amp;lt;br&amp;gt;Screen coverage and position are constant regardless of Bomb Fragment count. Fragments modify duration and damage. || Straight forward shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Player 2: Dyne&amp;lt;/big&amp;gt; ====&lt;br /&gt;
[[File:Ibara Dyne Portrait.png|300px|frameless|left|Portrait of the Player 2 character, Dyne.]]&lt;br /&gt;
[[File:Ibara P2Ship.png|250px|thumb|right|Dyne's ship in ''Ibara'', named the ''Dio Spirossi''. Slower movement speed and wider spread Shot compared to the Player 1 ship.]]&lt;br /&gt;
&lt;br /&gt;
Character: '''Negotiator Agent 02, Dyne'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ship: ''Dio Spirossi''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the two playable ships, Dyne is overall slower and more 'spread'. Across all ship subtypes, Dyne has a slow to moderate movement speed and a Main Shot that has some spread coverage to either side.&lt;br /&gt;
&lt;br /&gt;
Though both ships are very viable for survival and intermediate scoring, Dyne is considered slightly easier to play for survival because of the wider field of fire. Dyne does not need to rely on Options as much as Bond to compensate for Main Shot width, and has bombs that are more universally useful for clearing large areas of the screen.&lt;br /&gt;
&lt;br /&gt;
To counteract this, Dyne struggles a bit with catching Point Medals and other Items, and requires more proactive play in certain areas to avoid drops. Dyne's lower movement speed can also be an issue when attempting to dodge certain boss patterns that are usually macroable with Bond. Though [[STG Hall of Records#Ibara|excellent scores]] are still achievable, Dyne is thought to have slightly lower overall score potential when compared to Bond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Verify Dyne subtype details and create Bomb Chart.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship&amp;amp;nbsp;Subtype !! Movement&amp;amp;nbsp;Speed !! Lockable&amp;amp;nbsp;Options !! Bomb&amp;amp;nbsp;Style !! Shot&amp;amp;nbsp;Style&lt;br /&gt;
|-&lt;br /&gt;
| Type A || Slow || All || ''Fired forward in a 'V' spread.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cover almost the entire screen.|| Spread shot.&lt;br /&gt;
|-&lt;br /&gt;
| Type B || Very Slow || All || ''Aimable spread wave.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cross the entire screen. Travels opposite the Player's movement direction for a brief period.|| Shot begins with some width, but converges as it travels.&lt;br /&gt;
|-&lt;br /&gt;
| Type C || Moderately Slow || Left and Right || ''Radial bomb surrounding the ship.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count. || Shot begins with some width, but converges as it travels.&lt;br /&gt;
|-&lt;br /&gt;
| Type D || Moderate || Rear || ''Left and right thrown bombs.'' &amp;lt;br&amp;gt;Screen coverage and position are constant regardless of Bomb Fragment count. Fragments modify duration and damage. || Wide 3-way Shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Main Shot ====&lt;br /&gt;
&lt;br /&gt;
The Main Shot is fired by pressing or holding the '''A''' button. The Main Shot has a built-in autofire system that will fire continuously when the button is held down. Similar to ''[[Battle Garegga]]'', rapidly pressing and then holding the Main Shot button will increase this autofire rate; however, unlike in ''Garegga'', raising the autofire in this way does not have a known multiplicative effect on per-frame rank. Any elevated autofire rate will be reset upon death, but can be raised again in the same way.&lt;br /&gt;
&lt;br /&gt;
Though the Main Shot itself behaves the same when tapping or holding the '''A''' button, holding the button down may trigger Options to lock depending on what Ship Type was chosen at the start of the game.&lt;br /&gt;
&lt;br /&gt;
The strength and spread of the Main Shot is influenced by the Ship Type chosen, and by the Power-Up system. Again similar to ''[[Battle Garegga]]'', there are both small and large Power-Up items; as the level of the Main Shot increases, the amount of Small Power-Ups needed to raise the Shot strength to the next level also rises.&lt;br /&gt;
&lt;br /&gt;
''(ED: Add images showing the Main Shot at different power levels and/or with different ship types)''&lt;br /&gt;
&lt;br /&gt;
==== Options ====&lt;br /&gt;
&lt;br /&gt;
The Player can have up to three Options in ''Ibara''; one Option can be placed on either side of the Player ship, with the third in the rear. Options fire automatically every time the Main Shot fires, and cannot be used independently of the Main Shot. Increases in the Main Shot fire rate will also increase the fire rate of Options, though the relationship is not 1:1. Depending on the Ship Type chosen by the Player, one or more Options may be 'lockable', and will hold their current angle when the Main Shot button is held down. Options are collected in the form of items, and are not directly linked to the main Power Up system used for the Main Shot. There are seven different Option weapons that can be collected, and each of the three mounted Options may use a different weapon type.&lt;br /&gt;
&lt;br /&gt;
===== Option Slots =====&lt;br /&gt;
&lt;br /&gt;
[[File:Ibara Option Collection Diagram.png|thumb|right|150px|Diagram indicating the approximate collection zones for each Option Slot.&amp;lt;br&amp;gt;Red - Left Option Slot&amp;lt;br&amp;gt;Green - Right Option Slot&amp;lt;br&amp;gt;Blue - Rear Option Slot]]&lt;br /&gt;
[[File:Ibara Option Flowchart.png|thumb|right|150px|Flowchart describing the Option collection process and possible results.]]&lt;br /&gt;
Options can occupy three different logical slots:&lt;br /&gt;
* Left of the Player Ship&lt;br /&gt;
* Right of the Player Ship&lt;br /&gt;
* Behind the Player Ship&lt;br /&gt;
&lt;br /&gt;
Depending on where on the Player's item collection hitbox a new Option is collected, and how many Options the Player currently has equipped, a newly collected Option may occupy a different Slot. Each Option Slot has a 'slice' of the collection hitbox that can be thought of as a 'third' of the circle outlined by the Player ship; Options collected in the bottom third of this circle will occupy the Rear Slot, those collected in the left third of this circle will occupy the Left slot, etc.&lt;br /&gt;
&lt;br /&gt;
The Options themselves also have a collection hitbox, but ''this collection hitbox only works for collecting other Options''. Using a mounted Option to collect a new Option is a very reliable way to control which slot will be occupied, as the newly collected Option will always occupy the same slot as the previous one (provided the Player already has three Options).&lt;br /&gt;
&lt;br /&gt;
Prior to having all three Option slots populated, any Option picked up will be used to 'fill up' open slots, regardless of where on the Player ship the Option item is collected.  However, once the Player has all three Options, the position on the Player ship where an Option is collected will influence where the new Option will try to mount. A newly collected Option that tries to replace a mounted Option of the same type, in the same position, will contribute 10,000 points to the score.&lt;br /&gt;
&lt;br /&gt;
For example, if the Player already has a single Option in the right position and collects a Machine Gun on the right side, it will be automatically assigned to the left or rear Option slots. However, if the Player already has three Options, the Machine Gun will try to mount on the right side. If the existing Option mounted to the right position is already a Machine Gun, and the Player already has three Options, the Player will gain 10,000 points instead.&lt;br /&gt;
&lt;br /&gt;
===== Special Option Formations =====&lt;br /&gt;
&lt;br /&gt;
''Ibara'' also has several special Option Formations that can be obtained by fulfilling certain conditions. These special formations change the aiming and movement behavior of the Options. They may or may not be useful depending on the current situation. If a Special formation is no longer of use to the Player, it can be canceled by pressing the Start button (see [[#Controls | Controls]] for more details).&lt;br /&gt;
&lt;br /&gt;
When a Special Option Formation is collected, it will change the behavior of all currently equipped Options. However, when a new Option is equipped, it will not 'inherit' the special behavior. For example, if the Player collects Wide with three Machine Guns, and then changes one of their options to a Rocket, the Rocket will not have the Wide behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;''(ED: Add images to show the different Special Option Formations)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Formation !! How to Obtain !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Wide || Pick up 5 consecutive Option items, then pick up the next Option item. || ''Left and Right Options angle dramatically outwards and will no longer rotate, regardless of Ship Type. Rear Option points forward.'' &amp;lt;br&amp;gt; Generally not very useful; normal Option behavior is usually better in all situations. With 3x 5-Way Options it produces amazing screen coverage, however.&lt;br /&gt;
|-&lt;br /&gt;
| Search || Pick up 5 consecutive Bomb Fragments, then pick up the next Option item. || ''Options will aim at enemies automatically, and remain 'locked on' without Player intervention.'' &amp;lt;br&amp;gt; Extremely useful at the final section of Stage 4, and easy to set up by collecting bomb fragments from the large enemy airships before picking up the Rocket they drop. However, it is sometimes detrimental, since it removes the ability to target specific enemies or boss parts.&lt;br /&gt;
|-&lt;br /&gt;
| Rolling || Pick up 5 consecutive Medals, then pick up the next Option item. || ''Options rotate continuously while firing.'' &amp;lt;br&amp;gt; Currently has no known practical applications.&lt;br /&gt;
|- &lt;br /&gt;
| Back || Pick up 5 consecutive small Shot Power Ups, then pick up the next Option item. || ''Options point backwards instead of forwards.'' &amp;lt;br&amp;gt; Currently has no known practical applications.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Option Types =====&lt;br /&gt;
&lt;br /&gt;
Below is a table describing the different Option weapon types that are available in ''Ibara''. Note that weapon 'availability' is used to describe ''consistent'' drops; there are some enemy types (notably, fixed turrets) that can spawn with random weapons, so their drops may vary between runs. For the purposes of clarity and utility as a reference, this table indicates only drops that are consistent between runs regardless of enemy RNG.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_MachineGun.png | 50px]] || '''Machine Gun'''&amp;lt;br&amp;gt; ''Common; available in all stages'' &amp;lt;br&amp;gt; Low damage, high continuous rate of fire. Great for precision damage against large enemies, handling zako rushes, or drone milking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Gatling.png | 50px]] || '''Gatling''' &amp;lt;br&amp;gt; ''Common; available in all stages'' &amp;lt;br&amp;gt; Low damage, short burst fire. Similar applications to the Machine Gun, but slightly less consistent due to gaps between bursts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_5Way.png | 50px]] || '''5-Way''' &amp;lt;br&amp;gt; ''Uncommon; available in most stages'' &amp;lt;br&amp;gt; Very wide spread shot, great for crowd control or point blank damage. 3x 5-Way can be excellent for survival in parts of Stage 4, 5, and 6.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Burner.png | 50px]] || '''Burner''' &amp;lt;br&amp;gt; ''Rare; available in stages 2 and 6'' &amp;lt;br&amp;gt; High damage in bursts. Persists on screen for a while, good for space control. Produces the most tick points per second of any Option type.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Napalm.png | 50px]] || '''Napalm''' &amp;lt;br&amp;gt; ''Uncommon; available in stages 2, 3, and 6'' &amp;lt;br&amp;gt; High damage with a small AoE explosion. Has some gaps between shots, so it can sometimes struggle against dense zako rushes.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Rocket.png | 50px]] ||'''Rocket''' &amp;lt;br&amp;gt; ''Common; available in stages 1, 3, 4, 5, and 6'' &amp;lt;br&amp;gt; Medium damage, but pierces multiple enemies or boss parts. Excellent against large targets. Raises Rank at the highest rate of all Option types.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Homing.png | 50px]] || '''Homing''' &amp;lt;br&amp;gt; ''Rare; available in stage 3 and 5'' &amp;lt;br&amp;gt; Medium damage homing weapon. Extremely rare, the only consistent drop is Kasumi (Stage 3 Boss). Generally outclassed by other Options.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bombs ====&lt;br /&gt;
&lt;br /&gt;
==== Hadou Gun ====&lt;br /&gt;
&lt;br /&gt;
==== Aura Flash ====&lt;br /&gt;
[[File:Ibara Aura Flash Radius.png|150px|thumb|right|The 'Aura Flash', at maximum radius.]]&lt;br /&gt;
Aura Flash is a tiny 'flash' around the Player ship that will appear when you Bomb, Power Up to the next full power level for the Main Shot, gain a ''new or different'' Option, build a full bomb, or ready a Hadou. The Aura effect is represented by a ring around the Player that persists for a few frames and grows slightly before fading. The Aura Flash makes the Player briefly invulnerable, cancels a very small ring of bullets around the player, and does a huge amount of damage, but it lasts an incredibly short time and has miniscule range. &lt;br /&gt;
&lt;br /&gt;
Aura Flash counts as 'Bomb' type damage for the purposes of destroying enemies or scenery, so can be used in some situations for scoring purposes or to trigger certain drops. It can also be utilized in conjunction with invulnerability after respawning to 'aggressively suicide' and use the Aura Flash damage from collecting Options to deal heavy damage to Bosses and large enemies; this technique will be explained in more detail in the [[Ibara#Strategy|Strategy]] section.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Item Drop Table ====&lt;br /&gt;
&lt;br /&gt;
Most airborne enemies in ''Ibara'' have the ability to drop Items when defeated. However, not every single enemy will drop an item; instead, a 'counter' tracks defeated enemies, and when it reaches certain values,&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; an Item will be dropped. The number of enemies required to drop an Item varies based on the type of damage used to destroy them, per the following table. &lt;br /&gt;
&lt;br /&gt;
Note: only enemies that will drop from the table will influence the counter - a grounded enemy, boss, or other target will not increment the counter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage Source !! Required Enemies&lt;br /&gt;
|-&lt;br /&gt;
| Main Shot || 5 &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;(ED: Verify! It might only be 3!)&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Option Shot || 5 &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;(ED: Verify! It might only be 3!)&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Aura Flash || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hadou Trail || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To give a practical example, defeating 5 airborne enemies with the Main Shot or Options will drop only 1 Item, but defeating the same 5 enemies with a Bomb will instead drop 5 Items.&lt;br /&gt;
&lt;br /&gt;
If an airborne enemy is going to drop an Item as determined by the counter, it will pull from this table to determine what type of Item to drop: &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item Type&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Small Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Point Medal&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Small Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Point Medal&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Option (always a Machine Gun)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Small Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Point Medal&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Large Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 24... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Drop Table Strategy ======&lt;br /&gt;
&lt;br /&gt;
Knowing that Item drops are consistently pulled from a static table allows the Player to infer important information by paying attention to the Items that are currently being dropped. For example:&lt;br /&gt;
&lt;br /&gt;
* '''If a Small Shot Power Up has just dropped, the Player can be certain that the next Item to drop will be a Point Medal, and can position themselves to pick it up.'''&lt;br /&gt;
** This is by far the most important implication of Drop Table mechanics, and can be crucial to maintaining the Medal Chain in challenging areas.&lt;br /&gt;
* If a Large Shot Power Up or Option has just dropped, the Player can be certain that the next Item to drop will be a Small Shot Power Up, which can allow them to take more risks with movement (performing a large macro dodge or cutback, for example) since they know they will not need to catch a Medal.&lt;br /&gt;
* If the Player has just died, paying attention to the drop order can inform them when to expect to reach certain Shot power levels or obtain Options.&lt;br /&gt;
&lt;br /&gt;
====== Drop Table Exceptions ======&lt;br /&gt;
&lt;br /&gt;
There are several noteworthy exceptions to the Drop Table behavior:&lt;br /&gt;
&lt;br /&gt;
* Almost all Bosses and Boss Parts do '''not''' drop from the Table.&lt;br /&gt;
** Several Boss Parts have guaranteed drops, such as Options or Medals. Care should be taken not to confuse these with drops from the Table!&lt;br /&gt;
** Some of the small turrets in the 1st phase of the fight against Teresa Rose (the Stage 6 Boss) ''are'' capable of dropping from the Table.&lt;br /&gt;
** 'Drone' enemies spawned by Bosses ''will'' drop from the Table. This is crucial to high-level scoring.&lt;br /&gt;
* Midbosses do '''not''' drop from the Table.&lt;br /&gt;
** 'Drone' enemies spawned by Midbosses ''will'' drop from the Table.&lt;br /&gt;
* Each of the train crates that may spawn in Stage 3 will ''always'' drop from the Table, regardless of the type of damage used to defeat them.&lt;br /&gt;
* The small airships in Stage 4 will ''always'' drop from the Table, regardless of the type of damage used to defeat them.&lt;br /&gt;
* The medium and large airships in Stage 4 do not drop from the Table.&lt;br /&gt;
* The small planes in Stage 2 will drop from the Table if defeated at most times, but if defeated ''while they are circling around certain background elements'', they will ignore the Table and instead every defeated plane will drop a Point Medal.&lt;br /&gt;
* The small homing missiles fired by the missile tanks and turrets in Stage 5 ''will'' drop from the table, despite being projectiles.&lt;br /&gt;
* The small planes that fly through the canal in Stage 5 ''will'' drop from the table, despite appearing to be background enemies. However, if defeated with a Hadou Trail, every one of them will drop a Point Medal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;The exact mechanics of how this works on a programming level are not currently known, but the result in-game is as noted in the tables.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;[https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=7667&amp;amp;start=8 Icarus, Shmups Forum: GD:Ibara, Feb 25th 2005]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Item Types ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Extend Item =====&lt;br /&gt;
&lt;br /&gt;
Though the primary method of obtaining Extends (extra lives) in Ibara is through scoring, there is a single 'fixed' extend item that can be obtained during a normal playthrough (two are available during an ''Extended'' playthrough).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! Point Value&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_1UP.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0?&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped once by the Stage 4 Midboss if defeated after blowing off both wing tips completely. In Extended mode, a second can be obtained in 2-4 the same way.'' &amp;lt;br&amp;gt;Increases the Player's life stock by one when collected, unless they are already at 5 stocked lives.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; The 'surplus bonus' point value of the Extend Item has not yet been experimentally confirmed.&lt;br /&gt;
&lt;br /&gt;
===== Bomb Items =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;''(ED: Verify point values)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Point Value&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_BombSmall.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Bomb Fragment''' &amp;lt;br&amp;gt; ''Found very commonly on all stages'' &amp;lt;br&amp;gt; Adds one Bomb Fragment to the Player stock. If the total number of collected Fragments reaches 40, the Fragment count is reset and the Player is awarded a Full Bomb instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_BombLarge.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Full Bomb''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 2 and Stage 5, or dropped by the Player when losing their last life'' &amp;lt;br&amp;gt; Adds a Full Bomb to the Player stock.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; These are 'surplus bonuses'; the point value is only applied if the item is collected while the Player is already at maximum Bomb Stock (4 full Bombs + 40 Fragments).&lt;br /&gt;
&lt;br /&gt;
===== Shot Power Ups =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Point Value&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Shot_Small.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by enemies based on the [[#Item Drop Table|Item Drop Table]]'' &amp;lt;br&amp;gt; Increments the Player's Main Shot power by one 'tick'. Depending on the current Shot level, it may take multiple Small Shot Power Ups to raise the shot strength to the next level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Shot_Large.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Full Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by enemies based on the [[#Item Drop Table|Item Drop Table]], or by the Player when losing a life'' &amp;lt;br&amp;gt; Increments the Player's Main Shot power by one full power level.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; These are 'surplus bonuses'; the point value is only applied if the item is collected while the Player is already at maximum Main Shot power level.&lt;br /&gt;
&lt;br /&gt;
===== Option Items =====&lt;br /&gt;
&lt;br /&gt;
All Option items give a 'surplus bonus' of 10,000 Points if the Player has three equipped Options and an identical Option is equipped in the 'slot' that the newly collected Option would occupy.&lt;br /&gt;
&lt;br /&gt;
For example, if a Player already has a Rocket, a 5-Way, and a Machine Gun, collecting a new Machine Gun would contribute 10,000 Points to the score ''if and only if'' the new Machine Gun would be 'equipped' to the same location as the existing Machine Gun. &lt;br /&gt;
&lt;br /&gt;
''For a more detailed explanation of Option slots, and how they interact with the surplus score bonus for Option collection, refer to [[#Option Slots |Option Slots]].''&lt;br /&gt;
&lt;br /&gt;
''For a list of Option Types and information about their usage and availability, refer to [[#Option Types |Option Types]].''&lt;br /&gt;
&lt;br /&gt;
===== Rose Items =====&lt;br /&gt;
&lt;br /&gt;
Rose Items are created when canceling enemy bullets with a Hadou explosion or trail, or with the explosion from a Player death animation. They can be collected for a small amount of extra score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Ibara_Opal_Rose.png|50px]] || [[File:Ibara_Garnet_Rose.png|50px]] || [[File:Ibara_Sapphire_Rose.png|50px]] || [[File:Ibara_Ruby_Rose.png|50px]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left;&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 400 || 800 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Point Medals =====&lt;br /&gt;
&lt;br /&gt;
Point Medals are dropped by enemies based on the [[#Item Drop Table|Item Drop Table]], or through fulfilling certain special conditions. They are the primary source of score in the game, and can be collected for points. &lt;br /&gt;
&lt;br /&gt;
Initially, the value of Medals is set at only 100 points. By collecting every Medal currently on the screen, the value of the next Medal to drop will rise to the next value above the most recently collected Medal. This [[Glossary of shmups#Chain|'chain']] of Medals can eventually increase up to 10,000 points per Medal. Medal value will reset to 100 points if a Medal falls off the edge of the screen (or, rarely, when it otherwise despawns). &lt;br /&gt;
&lt;br /&gt;
It is possible to 'rescue' a dropped Medal chain by collecting a medal of a higher value. For example, if a 10,000 point medal is on the ground, but the Player misses a Medal dropped from an airborne enemy, collecting the 10,000 point Medal on the ground before it scrolls off the screen will maintain the Medal chain at 10,000 points. This will work even if the Player collects a lower value Medal; in the same hypothetical scenario, if the Player collects a 100 point Medal, then a 10,000 point Medal, the chain value will still rise to 10,000 points - provided there were no other Medals lower than 10,000 points in value on the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Ibara_100_Medal.png|50px]] || [[File:Ibara_200_Medal.png|50px]] || [[File:Ibara_300_Medal.png|50px]] || [[File:Ibara_400_Medal.png|50px]] || [[File:Ibara_500_Medal.png|50px]] || [[File:Ibara_600_Medal.png|50px]] || [[File:Ibara_700_Medal.png|50px]] || [[File:Ibara_800_Medal.png|50px]] || [[File:Ibara_900_Medal.png|50px]] &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Ibara_1000_Medal.png|50px]] || [[File:Ibara_2000_Medal.png|50px]] || [[File:Ibara_3000_Medal.png|50px]] || [[File:Ibara_4000_Medal.png|50px]] || [[File:Ibara_5000_Medal.png|50px]] || [[File:Ibara_6000_Medal.png|50px]] || [[File:Ibara_7000_Medal.png|50px]] || [[File:Ibara_8000_Medal.png|50px]] || [[File:Ibara_9000_Medal.png|50px]] || [[File:Ibara_10000_Medal.png|50px]] &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Rank System Overview ====&lt;br /&gt;
&lt;br /&gt;
''Ibara'' features a dynamic difficulty, or [[Glossary of shmups#Rank | &amp;quot;Rank&amp;quot;]] system  similar to that found in ''[[Battle Garegga]]''. Most actions taken by the Player will increase the Rank, which also continuously rises with every frame of play time. The only known way to decrease the Rank is to die, either by accident or with planned suicides.&lt;br /&gt;
&lt;br /&gt;
Almost every action taken in the game will increase the Rank:&lt;br /&gt;
* Firing a bullet from the main weapon or Options&lt;br /&gt;
* Collecting an item (all items, including Power-Ups, Options, Medals, and even the 1-UP item, will increase Rank)&lt;br /&gt;
* Using a Bomb or Hadou&lt;br /&gt;
* Sealing enemy bullets&lt;br /&gt;
&lt;br /&gt;
''Ibara'''s Rank system is quite complex, but there are a few basic principles that can help new players:&lt;br /&gt;
* The Rank will decrease ''more'' if you die with ''fewer'' lives in stock. In other words, if you have only 1 spare life and die (thus leaving you with 0 stock), it will decrease the difficulty ''twice as much'' as if you died with 2 lives in stock.&lt;br /&gt;
* Partial Bombs will increase rank more rapidly than Full Bombs.&lt;br /&gt;
* The Hadou Gun will increase rank even more rapidly than either kind of Bomb.&lt;br /&gt;
* Collecting Power-Up and Option items will ''always'' increase Rank, even if the items do not impart a change to the Player (IE: collecting Power-Up items while at full shot strength will still raise rank).&lt;br /&gt;
* Raising your autofire rate does ''not'' affect the per-frame Rank; however, since you are firing bullets more rapidly, it ''does'' still affect the rate at which Rank will build over time.&lt;br /&gt;
&lt;br /&gt;
==== Rank System In-Depth ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Rank value is stored internally as a hexadecimal value, which is actually 'inverted' compared to the Player's experience of it - as this value ''decreases'', the game gets harder. Because it is more consistent with the user experience, it is customary to refer to the increase in game difficulty as 'increasing the Rank', even though that is not technically accurate to the internal implementation.&lt;br /&gt;
&lt;br /&gt;
===== Settings =====&lt;br /&gt;
&lt;br /&gt;
There are two separate settings determining the rank in ''Ibara''. Difficulty 1 determines only the starting rank and has no further effect on the gameplay. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of runs played during one continuous session, the starting rank will gradually increase. Starting rank can be reset either by entering the test menu or by powering down the PCB. The values in the table below are taken from the first run after powering up the PCB.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 1 (starting rank) !! Decimal !! Hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Easy || style=&amp;quot;text-align:right;&amp;quot; | 15,204,352 || style=&amp;quot;text-align:right;&amp;quot; | E80,000&lt;br /&gt;
|-&lt;br /&gt;
| Normal [default] || style=&amp;quot;text-align:right;&amp;quot; | 14,680,064 || style=&amp;quot;text-align:right;&amp;quot; | E00,000&lt;br /&gt;
|-&lt;br /&gt;
| Hard || style=&amp;quot;text-align:right;&amp;quot; | 14,155,776 || style=&amp;quot;text-align:right;&amp;quot; | D80,000&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard || style=&amp;quot;text-align:right;&amp;quot; | 13,631,488 || style=&amp;quot;text-align:right;&amp;quot; | D00,000&lt;br /&gt;
|-&lt;br /&gt;
| Super Hard || style=&amp;quot;text-align:right;&amp;quot; | 13,107,200 || style=&amp;quot;text-align:right;&amp;quot; | C80,000&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievable || style=&amp;quot;text-align:right;&amp;quot; | 12,582,912 || style=&amp;quot;text-align:right;&amp;quot; | C00,000&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 2 (per frame rank) !! !!&lt;br /&gt;
|-&lt;br /&gt;
| Slow || style=&amp;quot;text-align:right;&amp;quot; | 12 || style=&amp;quot;text-align:right;&amp;quot; | C&lt;br /&gt;
|-&lt;br /&gt;
| Medium [default] || style=&amp;quot;text-align:right;&amp;quot; | 16 || style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Fast || style=&amp;quot;text-align:right;&amp;quot; | 20 || style=&amp;quot;text-align:right;&amp;quot; | 14&lt;br /&gt;
|-&lt;br /&gt;
| Very Fast || style=&amp;quot;text-align:right;&amp;quot; | 24 || style=&amp;quot;text-align:right;&amp;quot; | 18&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Fast || style=&amp;quot;text-align:right;&amp;quot; | 28 || style=&amp;quot;text-align:right;&amp;quot; | 1C&lt;br /&gt;
|-&lt;br /&gt;
| Unforgettable || style=&amp;quot;text-align:right;&amp;quot; | 32 || style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Rank maxes out at 00,000,000 (000,000 in hex) regardless of the difficulty settings.&lt;br /&gt;
* Starting rank for Harder mode is 8,808,032 (866,660 in hex) on default settings.&lt;br /&gt;
* Starting rank for Extended mode is the same as on Normal mode on default settings.&lt;br /&gt;
&lt;br /&gt;
===== Miscellaneous Actions =====&lt;br /&gt;
&lt;br /&gt;
Rank is influenced by certain actions of the player, e.g. firing your Shot or picking up an item. All of the actions that have an effect on rank are listed in the tables below. Even though, an increase in difficulty is actually measured by a decreasing rank counter, the numbers below are listed as if the rank counter would count up. This is simply to make things easier to follow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Death from 1 life &amp;gt; 0 lives || style=&amp;quot;text-align:right;&amp;quot; | -2,097,152 || style=&amp;quot;text-align:right;&amp;quot; | -200,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 2 lives &amp;gt; 1 life || style=&amp;quot;text-align:right;&amp;quot; | -1,048,576 || style=&amp;quot;text-align:right;&amp;quot; | -100,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 3 lives &amp;gt; 2 lives || style=&amp;quot;text-align:right;&amp;quot; | -524,288 || style=&amp;quot;text-align:right;&amp;quot; | -80,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 4 lives &amp;gt; 3 lives || style=&amp;quot;text-align:right;&amp;quot; | -262,144 || style=&amp;quot;text-align:right;&amp;quot; | -40,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 5 lives &amp;gt; 4 lives || style=&amp;quot;text-align:right;&amp;quot; | -131,072 || style=&amp;quot;text-align:right;&amp;quot; | -20,000&lt;br /&gt;
|-&lt;br /&gt;
| Seal a bullet || style=&amp;quot;text-align:right;&amp;quot; | 4,096 || style=&amp;quot;text-align:right;&amp;quot; | 1,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Cancelling bullets turning them into rose items has no effect on rank.&lt;br /&gt;
* Grazing enemy bullets has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
===== Item Collection =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| 100~900 Medals || style=&amp;quot;text-align:right;&amp;quot; | 256 || style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| 1,000~9,000 Medals || style=&amp;quot;text-align:right;&amp;quot; | 1,024 || style=&amp;quot;text-align:right;&amp;quot; | 400&lt;br /&gt;
|-&lt;br /&gt;
| 10,000 Medal || style=&amp;quot;text-align:right;&amp;quot; | 4,096 || style=&amp;quot;text-align:right;&amp;quot; | 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 100pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 256 || style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| 200pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 512 || style=&amp;quot;text-align:right;&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| 400pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 768 || style=&amp;quot;text-align:right;&amp;quot; | 300&lt;br /&gt;
|-&lt;br /&gt;
| 800pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 1,024 || style=&amp;quot;text-align:right;&amp;quot; | 400&lt;br /&gt;
|-&lt;br /&gt;
| Shot Power Up (small) || style=&amp;quot;text-align:right;&amp;quot; | 4,096 || style=&amp;quot;text-align:right;&amp;quot; | 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Shot Power Up (large) || style=&amp;quot;text-align:right;&amp;quot; | 65,536 || style=&amp;quot;text-align:right;&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Item (small) || style=&amp;quot;text-align:right;&amp;quot; | 8,192 || style=&amp;quot;text-align:right;&amp;quot; | 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Item (large) || style=&amp;quot;text-align:right;&amp;quot; | 131,072 || style=&amp;quot;text-align:right;&amp;quot; | 20,000&lt;br /&gt;
|-&lt;br /&gt;
| Option Item || style=&amp;quot;text-align:right;&amp;quot; | 65,536 || style=&amp;quot;text-align:right;&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 1-Up Item || style=&amp;quot;text-align:right;&amp;quot; | 524,288 || style=&amp;quot;text-align:right;&amp;quot; | 80,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Dropping a medal has no effect on rank.&lt;br /&gt;
* Collecting excess items for score has no additional effect on rank.&lt;br /&gt;
* Powering up with with a Shot Power Up (small or large) has no effect on rank.&lt;br /&gt;
* Reaching the next full bomb with a Bomb Item (small or large) has no effect on rank.&lt;br /&gt;
* Triggering any of the Special Options has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
===== Attacks =====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack (per full burst) !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 0~2) || style=&amp;quot;text-align:right;&amp;quot; | 30 || style=&amp;quot;text-align:right;&amp;quot; | 1E&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 3) || style=&amp;quot;text-align:right;&amp;quot; | 40 || style=&amp;quot;text-align:right;&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 4~5 and Special) || style=&amp;quot;text-align:right;&amp;quot; | 50 || style=&amp;quot;text-align:right;&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun || style=&amp;quot;text-align:right;&amp;quot; | 15 || style=&amp;quot;text-align:right;&amp;quot; | F&lt;br /&gt;
|-&lt;br /&gt;
| 5-Way || style=&amp;quot;text-align:right;&amp;quot; | 75 || style=&amp;quot;text-align:right;&amp;quot; | 4B&lt;br /&gt;
|-&lt;br /&gt;
| Gatling || style=&amp;quot;text-align:right;&amp;quot; | 15 || style=&amp;quot;text-align:right;&amp;quot; | F&lt;br /&gt;
|-&lt;br /&gt;
| Homing || style=&amp;quot;text-align:right;&amp;quot; | 40 || style=&amp;quot;text-align:right;&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| Rocket || style=&amp;quot;text-align:right;&amp;quot; | 100 || style=&amp;quot;text-align:right;&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
| Burner || style=&amp;quot;text-align:right;&amp;quot; | 32 || style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| Napalm || style=&amp;quot;text-align:right;&amp;quot; | 50 || style=&amp;quot;text-align:right;&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Bomb (fragment) || style=&amp;quot;text-align:right;&amp;quot; | 20,480 || style=&amp;quot;text-align:right;&amp;quot; | 5,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb (full) || style=&amp;quot;text-align:right;&amp;quot; | 8,192 || style=&amp;quot;text-align:right;&amp;quot; | 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Activating a Hadou Gun || style=&amp;quot;text-align:right;&amp;quot; | 69,632 || style=&amp;quot;text-align:right;&amp;quot; | 11,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The values for Regular Shot have been tested for Dyne (A). They may or may not differ for Bond and the different sub types.&lt;br /&gt;
* While activating a Hadou Gun has an effect on rank as indicated, actually releasing it has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Ibara|Hall of Records entry]].''&amp;lt;br&amp;gt;&lt;br /&gt;
''For a thorough explanation of Ibara scoring mechanics, please refer to [[Ibara/Scoring]].''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scoring in ''Ibara'' can be broadly divided into five main categories. Here is a quick summary of each category and the main scoring mechanisms within; for more details, please refer to ''[[Ibara/Scoring]]'':&lt;br /&gt;
* '''Item Collection''' - The primary scoring mechanism in the game. At most levels of play, scoring from Item Collection will form the majority of Player scores.&lt;br /&gt;
** ''Medaling'' - Building and maintaining a Medal chain and collecting [[#Point Medals|Point Medals]] will usually constitute the majority of Player score.&lt;br /&gt;
** ''Option Surplus Bonuses'' - Collecting a duplicate [[#Option|Option]] will provide 10,000 points, which over the course of the game can contribute greatly to the score and supplement Medaling.&lt;br /&gt;
* '''Boss Milking''' - Several Bosses and Midbosses can be [[Glossary of shmups#Milk|milked]] for points through different means. At the highest levels of play, these milks actually contribute the majority of the final score. All boss milks in ''Ibara'' involve significant risk, and can easily end a run.&lt;br /&gt;
** ''Major Milks'' - These bosses can each contribute millions of points if done properly.&lt;br /&gt;
*** ''Stage 2 Boss: Midi Rose'' - The final phase can be milked for tick points. Dramatically raises [[#Rank|Rank]].&lt;br /&gt;
*** ''Stage 3 Boss: Kasumi Rose'' - The final phase can be milked for drones and item drops. Reliant on RNG, and dramatically raises [[#Rank|Rank]].&lt;br /&gt;
*** ''Stage 6 Boss: Teresa Rose'' - The final phase can be milked for drones and item drops.&lt;br /&gt;
** ''Minor Milks'' - These milks are still valuable, but much less so compared to those listed above. If done well, perhaps ~200,000 points could be gained from them.&lt;br /&gt;
*** ''Stage 4 Midboss'' - The tail section can be milked for drones.&lt;br /&gt;
*** ''Stage 4 Boss: Shasta Rose'' - The 'seed' missiles can be milked for 5,000 points each, but will explode and produce revenge bullets when destroyed. Very dangerous and reliant on RNG.&lt;br /&gt;
* '''Boss Destruction''' - The Bosses and Midbosses of ''Ibara'' have multiple 'parts' that can be separately destroyed. As each component of the Boss is worth points, it is optimal to completely destroy every Boss Part individually when fighting Bosses.&lt;br /&gt;
* '''Damage Optimization''' - Depending on what kind of damage is used to defeat enemies, they are worth different amounts of points. This can play a significant role in some areas, such as Stage 1.&lt;br /&gt;
* '''Minor Optimizations''' - Additional mechanics that play a comparatively minor (though not entirely insignificant) role in scoring. These contribute so little points that they are not worth optimizing for except at the very highest levels of play, and even then, should be low-priority.&lt;br /&gt;
** ''Tick Points'' - Firing at invincible boss components generates small amounts of points. This is essential to one of the Boss Milks mentioned above, but is otherwise a very minor optimization.&lt;br /&gt;
** ''Shot and Bomb Surplus Bonuses'' - The Surplus Bonuses for collecting Shot and Bomb items while at max capacity can provide some score, but as a general rule, this is not worth the rank increase that will also occur.&lt;br /&gt;
** ''[[Glossary#Grazing|Bullet Grazing]]'' - Bullets that come extremely close to the Player (but do not actually contact the hitbox) will give a small score bonus.&lt;br /&gt;
** ''Bullet Canceling'' - Bullets that are canceled by a Boss explosion, Player death animation, Bomb, or Hadou trail will drop [[#Rose Items|roses]] that can be collected for a small score bonus.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please refer to [[Ibara/Strategy]] for a detailed discussion of gameplay and boss strategies.''&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Programmer [[Shinobu Yagawa]] previously worked on the games ''[[Recca]]'', ''[[Battle Garegga]]'', ''[[Armed Police Batrider]]'', and ''[[Battle Bakraid]]''. ''Ibara'' has much more in common with these games than with much of Cave's other releases, many of which were primarily developed by Tsuneki Ikeda.&lt;br /&gt;
&lt;br /&gt;
During the development of ''Ibara'', Yagawa was allegedly instructed to remake 'that game' - a veiled reference to ''Battle Garegga''.&amp;lt;sup&amp;gt;(ED: needs sourcing!)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release==&lt;br /&gt;
The game was released in arcades in July 15, 2005, and it was released on the PlayStation 2 on February 23, 2006.&lt;br /&gt;
&lt;br /&gt;
To remedy some of the concerns fans had with the original version of the game, Cave released an updated version in limited distribution called ''[[Ibara Kuro: Black Label]]''. It was released on February 10, 2006. The update contains many additions, some of which appeared earlier in the released PlayStation 2 port in the form of Arrange Mode.&lt;br /&gt;
&lt;br /&gt;
A sequel, ''[[Pink Sweets: Ibara Sorekara]]'', was released in the arcades on April 21, 2006.&lt;br /&gt;
===Reception===&lt;br /&gt;
&lt;br /&gt;
''Ibara'' was not as well received as other Cave games upon release. It is often claimed that ''Ibara'' was not very popular with arcade players or operators.&amp;lt;sup&amp;gt;(ED: needs sourcing!)&amp;lt;/sup&amp;gt; Weekly Famitsu magazine awarded the PlayStation 2 version of ''Ibara'' a score of only 26/40 based on four reviews (7/7/6/6).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# In-depth rank info from an unpublished document written by Archer (dated September 17th 2011)&lt;br /&gt;
# https://www.eurogamer.net/articles/2014-11-02-super-bank-breakers&lt;br /&gt;
# https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=11135&lt;br /&gt;
# https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=24103&lt;br /&gt;
# https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=24093&lt;br /&gt;
# http://www.cubed3.com/news/4566/1/nintendo-reviews-baten-kaitos-gets-top-honours-from-famitsu.html&lt;br /&gt;
# https://web.archive.org/web/20060427111442/http://www.taito.co.jp/d3/cp/ibara/&lt;br /&gt;
# http://www.cave.co.jp/gameonline/ibara/index.html&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ibara]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Espgaluda&amp;diff=3578</id>
		<title>Category:Espgaluda</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Espgaluda&amp;diff=3578"/>
		<updated>2020-08-02T15:26:04Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ESP series]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Espgaluda&amp;diff=3577</id>
		<title>Espgaluda</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Espgaluda&amp;diff=3577"/>
		<updated>2020-08-02T15:25:43Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #00cc99&lt;br /&gt;
|innerbordercolor = #aceeee&lt;br /&gt;
|title = Espgaluda&lt;br /&gt;
|background = #f8fff9&lt;br /&gt;
|image = Espgaluda Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Toshiaki Tomizawa &amp;lt;/br&amp;gt; Neptune &amp;lt;/br&amp;gt; Reeb &amp;lt;/br&amp;gt; T-FORCE&lt;br /&gt;
|program = Tsuneki Ikeda &amp;lt;/br&amp;gt; Takashi Ichimura&lt;br /&gt;
|art = Akira Wakabayashi &amp;lt;/br&amp;gt; Hiroyuki Tanaka &amp;lt;/br&amp;gt; Hideki Nomura &amp;lt;/br&amp;gt; Kengo Arai&lt;br /&gt;
|releasedate = '''Arcade''':  October 2003 &amp;lt;/br&amp;gt; '''PS2''': 2004&lt;br /&gt;
|previousgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
|nextgame = [[Mushihimesama]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Logo.png|center]]&lt;br /&gt;
'''Espgaluda''' (エスプガルーダ) is a vertical shoot-em-up released by [[CAVE]] in 2003, and the spiritual successor to [[ESP Ra.De.|ESP Ra.De]]. A departure from the military style present in most shooting games, ''Espgaluda'' is notable for its '''steampunk, fairy tale setting''', along with the player's ability to '''slow down enemy bullets''', which allows for survival as well as an '''open-ended, bullet cancel-based scoring system'''. Due to its easy-to-learn, hard-to-master mechanics and lower difficulty than most other ''CAVE'' titles, it's often considered a good entry point into the company's games, as well as into playing shoot-em-ups for score.&lt;br /&gt;
&lt;br /&gt;
''Espgaluda'' was ported to the Playstation 2 in 2004, and a sequal titled [[Espgaluda II]] was released in 2006.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Screenshot.png|thumb|right|250px|Typical ''Espgaluda'' gameplay]]&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Espgaluda'' is a four-button game with five stages, no loops, and two playable characters, the siblings '''Ageha''' and '''Tateha'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires standard shots&lt;br /&gt;
* '''A (Hold):''' Fires a focused laser shot, and slows the player down&lt;br /&gt;
* '''B:''' Activates and deactivates [[#Kakusei_Mode|Kakusei Mode]], allowing the player to change the speed of and cancel enemy bullets&lt;br /&gt;
* '''C (Press):''' Fires a limited-use barrier attack similar to a [[bomb]], dealing high damage and granting invincibility&lt;br /&gt;
* '''C (Hold and release):''' Charges up and releases a more powerful barrier attack&lt;br /&gt;
* '''D:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
Gameplay revolves around picking up gems which are dropped by enemies, then using the characters' psychic powers to enter [[#Kakusei_Mode|Kakusei Mode]], which consumes gems and slows down all onscreen bullets, and causes all bullets shot by an enemy to be destroyed when the enemy is destroyed - known as a [[bullet cancel]]. Points are awarded per destroyed bullet, with more points awarded for more bullets destroyed. This results in a gameplay loop of collecting gems, entering Kakusei mode and destroying as many bullets as possible, exiting the mode and repeating the process.&lt;br /&gt;
&lt;br /&gt;
=== Characters===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Ageha.png|center|100px]] || '''Ageha''' &amp;lt;br&amp;gt;The older sibling. Has a narrow shot which will also swivel in the direction of the player's movement, similar to the Type-B ship in the [[:Category:DonPachi series|''DonPachi'' Series]], a wider laser, and a faster movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Tateha.png|center|100px]] || '''Tateha''' &amp;lt;br&amp;gt;The younger sibling. Has a wide shot that covers a large area, a narrower laser, and a slower movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
=====Barrier Attacks=====&lt;br /&gt;
&lt;br /&gt;
Instead of a strict bomb counter, ''Espgaluda'' barrier attacks use a meter. Pressing the C button will activate a barrier attack and consume a quarter of the meter, but C can also be held to charge up a larger barrier attack. Charged barrier attacks will do more damage and grant additional invincibility during the chargeup time, but will consume barrier meter during the charge. Additionally, getting hit while in Kakusei mode will activate a barrier attack automatically, consuming half of the barrier meter and preventing the player from losing a life. Picking up an energy item will restore 50% of the barrier meter, and losing a life will restore the barrier meter to full.&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda Kakusei.png|200px|thumb|right|During Kakusei Mode, enemy bullets turn pink and slow down significantly]]&lt;br /&gt;
&lt;br /&gt;
=====Kakusei Mode=====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Pressing the B button causes the player to enter ''Kakusei Mode''. In Kakusei mode, Ageha's laser becomes more powerful, at the expense of his main shot power - with the inverse taking place for Tateha. Additionally, '''getting hit will result in an automatic barrier attack''', consuming 50% of the barrier meter and preventing the player from losing a life.&lt;br /&gt;
&lt;br /&gt;
There are two types of Kakusei mode: one in which the player has gems, and one in which the player has no gems, called ''Kakusei Overmode''. Regular Kakusei mode causes the following additional effects:&lt;br /&gt;
&lt;br /&gt;
* All onscreen bullets turn pink and slow down significantly&lt;br /&gt;
* Certain enemies will shoot more bullets&lt;br /&gt;
* Destroying enemies will cause a bullet cancel - depleting the player's gem count, destroying the bullets they shot, awarding points, and converting the destroyed bullets into gold ingot items ''(for more details, see [[#Scoring|Scoring]])''&lt;br /&gt;
* Killing and destroying certain boss phases will cause a bullet cancel - indicated by a line in their health bar and an audio cue when almost at the cancel point.&lt;br /&gt;
&lt;br /&gt;
Using the bullet slowdown and destruction features of Kakusei mode is a recommended strategy when playing for survival, as slower bullets become easier to dodge, and the automatic barrier will protect the player in case they get hit.&lt;br /&gt;
&lt;br /&gt;
[[File:Kakusei Overmode.png|200px|thumb|right|In ''Kakusei Overmode'', all bullets turn red and increase in speed. The Kakusei Overmode Level increases as shown by the circular gauge around the player]]&lt;br /&gt;
&lt;br /&gt;
=====Kakusei Overmode=====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode is activated when the player enters Kakusei mode with no gems, or runs out of gems during regular Kakusei mode. Kakusei Overmode causes the following effects:&lt;br /&gt;
&lt;br /&gt;
* All onscreen bullets turn red, and speed up instead of slowing down&lt;br /&gt;
* Destroying enemies no longer causes bullet cancels&lt;br /&gt;
* Enemies drop gold ingots instead of green gems&lt;br /&gt;
* Points are awarded continuously over time&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode can be dangerous due to the increased bullet speed, but it also grants rewards. When in Kakusei Overmode, the player will constantly accumulate small amounts of points. The points accumulated are based on the player's ''Kakusei Overmode Level'', which is indicated by a circular meter around the player, increases constantly during Kakusei Overmode, and maxing out at level four, after which the player will acquire a blue &amp;quot;ghost&amp;quot; effect on their sprite.&lt;br /&gt;
&lt;br /&gt;
Kakusei Overmode Level increases faster when not shooting. A higher level causes bullets to move even faster during overmode, and the level will reset back to 1 when the player is hit.&lt;br /&gt;
&lt;br /&gt;
Lastly, a higher Kakusei Overmode Level will increase the number of gems dropped by enemies when not in overmode. More gems allows the opportunity for more usage of regular Kakusei mode, which players can use for both survival and scoring purposes.&lt;br /&gt;
&lt;br /&gt;
Playing the game while entirely in Kakusei Overmode is a popular challenge for the thrill-seeking player.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Gem.png|center]] || '''Gem''' &amp;lt;br&amp;gt;Increases your gem count for Kakusei mode and awards a small number of points. Destroying small enemies quickly and levelling up [[#Kakusei Overmode|Kakusei Overmode]] will grant marginally more gems. The player can carry a maximum of 500 gems, before enemies begin to drop gold ingots instead. Dropped by enemies while not in Kakusei mode.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Gold.png|center]] || '''Gold Ingot (various sizes)''' &amp;lt;br&amp;gt;Awards points. The more gold ingots are collected, the more points are granted for bullet cancels, up to 1000 ingots. Dropped by bullets cancelled during Kakusei mode, enemies while in Kakusei Overmode, and in place of gems when at the maximum gem amount of 500.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Power.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power. Dropped by certain enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Energy.png|center]] || '''Energy''' &amp;lt;br&amp;gt;Increases your barrier meter by 50%. Dropped by certain enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Extend.png|center]] || '''Extra Life''' &amp;lt;br&amp;gt;Grants an extra life. Obtained from destroying an orb at the end of the airship in stage 3 while in Kakusei mode. See [[#Hidden_Extend|Hidden Extend]]. Extra lives are also granted at 4,000,000 and 14,000,000 points, without an item.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Espgaluda Maxpower.png|center]] || '''Maximum Power''' &amp;lt;br&amp;gt;Grants maximum shot power. Dropped from the player upon losing their last life.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Hidden Extend=====&lt;br /&gt;
&lt;br /&gt;
[[File:Esgaluda Extend Location.png|200px|thumb|right|Destroy the orb (top of screen) in Kakusei mode for a hidden extend!]]&lt;br /&gt;
&lt;br /&gt;
Extends are granted at 4,000,000 and 14,000,000 points. However, an additional hidden extend can be found toward the end of stage 3. At the end of the airship portion of the stage, there is an orb on the ground. This orb can be damaged when the player is in Kakusei mode, and destroying it will drop an extra life item. Notably, the player must be in regular Kakusei mode, not Kakusei Overmode. Performing a barrier attack while in Kakusei mode will also damage the orb, which can be useful to destroy it quickly if the player doesn't have enough gems to remain in Kakusei mode for long enough to destroy it.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Points are awarded for many actions in ''Espgaluda'', including destroying enemies, shooting large enemies, picking up gems and gold, being in Kakusei Overmode, and having lives and barrier meter remaining after beating the game. However, the main source of points is ''bullet cancels'', performed by destroying enemies while in Kakusei Mode. This is because the value of the destroyed bullets has a multiplier applied to it, depending on how many bullets were destroyed over the course of a Kakusei session, and all cancelled bullets are converted into gold, awarding points that dwarf most other sources.&lt;br /&gt;
&lt;br /&gt;
=====Bullet Cancel Multiplier=====&lt;br /&gt;
&lt;br /&gt;
The bullet multiplier always starts at 1 when Kakusei mode is first initiated. Cancelling more bullets over the course of Kakusei mode will increase the multiplier by 1 for every bullet destroyed, up to a maximum of 100. Leaving Kakusei mode resets the multiplier, so staying in Kakusei mode to destroy as many bullets as possible is key to score.&lt;br /&gt;
&lt;br /&gt;
[[File:Espgaluda bullet cancel.png|thumb|right|200px|The aftermath of a bullet cancel - each cancelled bullet is multiplied up to 100 times]]&lt;br /&gt;
&lt;br /&gt;
The multiplier is always increased by 1 for each bullet, even if they all come from the same enemy. So destroying an enemy that shot ten bullets will not have all bullets multiplied by ten, but instead the first bullet will be multiplied by one, the next by two, the next by three, and so on. The base value for a single cancelled bullet is 40 points. As a result, the following formulas represent the amount of points obtained by a bullet cancel:&lt;br /&gt;
&lt;br /&gt;
* '''Cumulative cancel points prior to 100 bullets:''' &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;40 (bullet value) * T&amp;lt;small&amp;gt;number of pre-100 bullets&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;where ''T'' is the [https://en.wikipedia.org/wiki/Triangular_number triangular number sequence]&lt;br /&gt;
&lt;br /&gt;
* '''Cumulative cancel points for bullets 100 and up:''' &amp;lt;br&amp;gt;&amp;lt;code&amp;gt;40 (bullet value) * 100 (multiplier value) * number of post-100 bullets&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is excluding the points gained from shooting down the enemies themselves, as well as the points from the gold ingots that the bullets are converted into. Gold ingot points are detailed at [[#Gold_Ingots|Gold Ingots]].&lt;br /&gt;
&lt;br /&gt;
=====Gold Ingots=====&lt;br /&gt;
&lt;br /&gt;
Cancelled bullets will be turned into gold ingots, as well as all gems collected past 500, and all gems collected during Kakusei Overmode. The point value of gold ingots varies based on how many gold ingots are currently collected, up until the maximum ingot count of 1000. Ingots will slowly drain during boss fights, and '''losing a life will cut the player's gold amount in half''', which can cause the value of obtained gold to drop in turn. The value of each gold ingot is represented by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Gold Ingot Count''' || '''Points Per Ingot Collected&lt;br /&gt;
|-&lt;br /&gt;
| 000-099 || 100 points&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 150 points&lt;br /&gt;
|-&lt;br /&gt;
| 200-299 || 200 points&lt;br /&gt;
|-&lt;br /&gt;
| 300-399 || 300 points&lt;br /&gt;
|-&lt;br /&gt;
| 400-499 || 350 points&lt;br /&gt;
|-&lt;br /&gt;
| 500-599 || 400 points&lt;br /&gt;
|-&lt;br /&gt;
| 600-699 || 600 points&lt;br /&gt;
|-&lt;br /&gt;
| 700-799 || 650 points&lt;br /&gt;
|-&lt;br /&gt;
| 800-899 || 700 points&lt;br /&gt;
|-&lt;br /&gt;
| 900-1000 || 900 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gold ingots will take on a different sprite depending on which ingot count bracket the player is in. Once ingots are on their way to the player, they will always retain whatever point value corresponds to their sprite - they will not provide higher value than their sprite shows or change to a higher value midair, even if the player passes over into a higher value ingot count bracket during their flight.&lt;br /&gt;
&lt;br /&gt;
=====Endgame Bonus=====&lt;br /&gt;
&lt;br /&gt;
Clearing the game can be a significant source of points. Endgame points are awarded for every life remaining, as well as the maximum number of lives held at any given time over the course of the game, the barrier gauge remaining, and the gold remaining. The point breakdown for each endgame bonus is as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Lives remaining:''' 1,000,000 points each (minimum 1,000,000 with one life remaining, max 6,000,000)&lt;br /&gt;
* '''Max lives held at once:''' 500,000 each (minimum 1,500,000 due to  lives at game start, max 3,000,000)&lt;br /&gt;
* '''Barrier remaining:''' 16,000 points per 1% (max 1,600,000)&lt;br /&gt;
* '''Gold remaining:''' 1,000 per piece (max 1,000,000)&lt;br /&gt;
&lt;br /&gt;
This gives a minimum possible endgame bonus of 2,500,000 points, and a maximum of 11,600,000 points.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Espgaluda/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ageha and Tateha are very well balanced for both survival and score, so playing your own personal preference is recommended.&lt;br /&gt;
&lt;br /&gt;
=====Survival=====&lt;br /&gt;
&lt;br /&gt;
For survival, Kakusei mode can be used to slow down enemy bullets and ease dodging, all while protecting the player with the automatic barrier attack. Because barrier is restored to 100% when a life is lost, players shouldn't be afraid to use their barrier to survive - using up all of your barrier before losing a life will maximize the amount of barrier available throughout a playthrough.&lt;br /&gt;
&lt;br /&gt;
=====Score=====&lt;br /&gt;
&lt;br /&gt;
For score, it is much better to have longer Kakusei sessions in which many bullets are cancelled, than cancelling the same number of bullets over multiple Kakusei sessions. This is because the bullet score multiplier resets upon exiting the mode, but will continue going up with each cancelled bullet over a single Kakusei session, even over multiple different bullet cancels. Due to enemy destruction consuming additional gems on top of the regular gem depletion in Kakusei mode, players playing for score should be careful not to destroy any unintended enemies. Good positioning, making the most out of every Kakusei mode through good timing, and bullet cancelling with as many bullets on screen as possible will put you well on your way to a good score!&lt;br /&gt;
&lt;br /&gt;
Playing on the  Player 2 side will also provide a very minor score advantage in the arcade release - see [[#Version_Differences|Version Differences]]&lt;br /&gt;
&lt;br /&gt;
Going for some degree of score is recommended, as extends are granted at 4,000,000 and 14,000,000 points.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to try and obtain the [[#Hidden_Extend|Hidden Extend]], by destroying the orb at the end of the stage 3 airship while in Kakusei mode.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Once upon a time in the kingdom of Shinra, there was a queen who passed down magical powers to her descendents, and a king, Jakou, who did not. In a period of rapidly advancing alchemical technology, Jakou became overcome with ambition, and sought to use alchemy to exploit the queen's powers to the fullest extent. He subjected his children, Ageha and Tateha, to a super-soldier program, known as Project Galuda. The queen, appalled by his actions, sealed herself and her essence away in spirit gems, but Jakou and his alchemists found a solution - to harness the stones to create a spirit engine, raise an army, and begin to conquer surrounding nations.&lt;br /&gt;
&lt;br /&gt;
Hiodoshi, an elderly alchemist who was key to Project Galuda, had a change of heart, and was moved into action. He took the king's children under his wing and fled, in hopes of giving them a chance at a normal life. Years passed, but Jakou's army eventually tracked them down. Hiodoshi refused to surrender. The soldiers, in response, mercilessly slaughtered him in the children's presence. Bearing witness to Hiodoshi's death, Ageha and Tateha's latent powers emerged. Wings sprouted from their backs, and the soldiers were destroyed instantly in a burst of energy. The siblings took flight, guided back toward Shinra by a mysterious force that neither of them understands. And this is where our story begins.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
Version differences between the arcade release and the Playstation 2 arcade mode are minimal. In the arcade release, the stage 3 midboss will spawn more bullets from its pod attack when the player is on the Player 2 side. The Playstation 2 version fixes this discrepancy by making both sides behave like Player 2.&lt;br /&gt;
&lt;br /&gt;
The Playstation 2 release also includes an [[arrange]] mode, with significantly more bullets, and playable characters from [[ESP Ra.De.|ESP Ra.De]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Espgaluda Poster.png|Arcade poster&lt;br /&gt;
Espgaluda PS2.png|Playstation 2 boxart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Shmups Forum Espgaluda strategy thread: https://shmups.system11.org/viewtopic.php?t=134&lt;br /&gt;
# Story information: http://www.hardcoregaming101.net/espgaluda/&lt;br /&gt;
# Initial article written by [[User:SLRmercury|SLRmercury]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Espgaluda]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Ketsui:_Kizuna_Jigoku_Tachi&amp;diff=3576</id>
		<title>Category:Ketsui: Kizuna Jigoku Tachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Ketsui:_Kizuna_Jigoku_Tachi&amp;diff=3576"/>
		<updated>2020-08-02T15:25:01Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:CAVE]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Ketsui:_Kizuna_Jigoku_Tachi&amp;diff=3575</id>
		<title>Ketsui: Kizuna Jigoku Tachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Ketsui:_Kizuna_Jigoku_Tachi&amp;diff=3575"/>
		<updated>2020-08-02T15:24:46Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ketsui: Kizuna Jigoku Tachi ==&lt;br /&gt;
[[File:Logo Ketsui.png|130px|center]]&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot Ket 001.png|thumb|150px|left]]&lt;br /&gt;
'''''Ketsui: Kizuna Jigoku Tachi''''' is a [[bullet hell]] [[shooting game|shoot-em-up]] developed by [[CAVE]] in 2002. Its primary defining gameplay attributes are its '''highly complex bullet patterns''', its '''proximity-based chip scoring system''', and the '''lock-on focus shot''' utilized by the player ships, ''Tiger Schwert'' and ''Panzer Jäger''. It was developed alongside ''[[DoDonPachi Dai-Ou-Jou]]'' and runs on the same engine, as well as utilizing many of the same sound effects and explosion graphics. Both games are also notable for the switch to pre-rendered 3D models as sprites, giving the games a distinctive (and grittier) look compared to the studio's previous works, ''[[DonPachi]]'' and ''[[DoDonPachi]]''. The story involves a group of young men who are sent on a secret &amp;quot;suicide mission&amp;quot; to destroy the EVAC Industry, an arms dealer who is developing a series of extremely dangerous weapons of mass destruction.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ketsui Gameplay Screenshot.png|thumb|right|Typical ''Ketsui'' gameplay]]&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' is a three-button game with two playable ships and five levels. Completing all five levels under certain conditions will trigger a second [[loop]] of the game, of which there are two variations - with one ending in fighting the [[True Last Boss]], [[Evaccaneer DOOM]]. The scoring system involves destroying enemies up close with the '''Shot''' to increase a multiplier, and then &amp;quot;cashing out&amp;quot; that multiplier by destroying enemies with the '''Lock-Shot''', awarding points based on the multiplier times the point value of the enemy killed.&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires standard shots from the ship and [[options]]&lt;br /&gt;
* '''A (Hold):''' Slows the ship down, fires a laser from the main ship and a lock-on shot from its options&lt;br /&gt;
* '''B:''' Fires a limited-use [[bomb]], which does large amounts of damage and makes the ship invincible for some time&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' contains two playable ships, Tiger Schwert and Panzer Jäger. Tiger Schwert has a wide shot, locks onto enemies faster, and has a slower movement speed. Panzer Jäger has a straight shot, locks onto enemies slower, and has a faster movement speed. Both ships have the same [[hitbox]] size. &lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' uses lives to measure player health, and starts the player at two lives. On default settings, an extra life is granted once at 20,000,000 points, and again at 45,000,000 points. Specific strategies also grant the player additional extra lives ''(see [[#Hidden_Extends|Hidden Extends]])''&lt;br /&gt;
&lt;br /&gt;
The player starts off with three bombs at the beginning of each life. Additional bombs are granted by killing specific enemies.&lt;br /&gt;
&lt;br /&gt;
The player is given three bombs after respawning from death, regardless of how many bombs they had before. Those playing for pure survival are advised to use a bomb if they feel death is unavoidable, in order to maximize how many bombs will be available to them throughout their playthrough.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
&lt;br /&gt;
''Ketsui'' has four different types of items: '''power up items''' which increase the strength of the player's shot, '''bomb items''' which grant the player an additional bomb, '''1up items''' which grant the player an extra life, and '''chips''' which increase the scoring multiplier.&lt;br /&gt;
&lt;br /&gt;
''(pictures of the items)''&lt;br /&gt;
&lt;br /&gt;
===Scoring System===&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Ketsui:_Kizuna_Jigoku_Tachi/Guides#Goal:_High_score|High Score Guide]]''&lt;br /&gt;
&lt;br /&gt;
''WARNING! The scoring system works differently during the second loop! see [[Ketsui:_Kizuna_Jigoku_Tachi/Guides#Second_Loop_Scoring|Second Loop Scoring]]''&lt;br /&gt;
&lt;br /&gt;
[[File:Ketsui scoring hud.png|thumb|Scoring HUD.&amp;lt;br&amp;gt;'''Top:''' Boss multiplier&amp;lt;br&amp;gt;'''Middle:''' Enemy multiplier&amp;lt;br&amp;gt;'''Bottom:''' Countdown chip value and time]]&lt;br /&gt;
&lt;br /&gt;
Killing enemies awards points. There are two multipliers that can increase the amount of points given, known as the '''boss multiplier''' and the '''enemy multiplier'''. The boss multiplier is equal to the value of all chips picked up during the stage, and is used when killing the boss, and the enemy multiplier is used when killing enemies with the lock-on shot.&lt;br /&gt;
&lt;br /&gt;
Maximizing the amount of high-value chips you pick up is the key to increasing your multiplier. Killing enemies up close with the standard shot awards higher value chips - up to five, depending on distance. After this, a brief countdown is initiated, shown under the multipliers. During this countdown, killing enemies with the lock-on shot will also award chips, of the same value, regardless of distance, until the countdown runs out.&lt;br /&gt;
&lt;br /&gt;
This cycle - killing with the standard shot to start a countdown, killing enemies with the lock-on shot to cash out the multiplier and gain more chips, and repeating once the countdown runs out - is the primary building block of ''Ketsui's'' scoring system.&lt;br /&gt;
&lt;br /&gt;
====Stage Completion Points====&lt;br /&gt;
&lt;br /&gt;
At the end of each stage, the boss multiplier is used to award additional points based on the number of bombs and lives remaining. Each life (including the current life) grants five hundred points times the boss multiplier, and each bomb grants fifty points times the boss multiplier.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[[File:Hitboxes Ketsui Scan.png|thumb|left|Hitbox sizes for the Tiger Schwert and Panzer Jäger, as provided by Ketsui's DS port.]]&lt;br /&gt;
&lt;br /&gt;
====Hitboxes====&lt;br /&gt;
The player's hitbox is 2 pixels wide and 3 pixels tall (4x6 on hardware, due to the rectangular pixels of the PGM). Despite there being several different bullet types in the game, '''all bullet hitboxes are in fact just a single point, with no thickness at all''' - the player is hit when the point falls inside their ship's hitbox.&lt;br /&gt;
&lt;br /&gt;
In the second loop of the game, the player's horizontal hitbox is shrunk by ''half a pixel''.&lt;br /&gt;
&lt;br /&gt;
====Empty Locking====&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Ketsui:_Kizuna_Jigoku_Tachi/Techniques#Empty_Locking|Empty Locking]]''&lt;br /&gt;
&lt;br /&gt;
Killing enemies with the standard shot grants chip items and starts a countdown, and killing with the lock-on shot during countdown grants additional chips on top of cashing out the multiplier for the enemy killed. However, '''the chips granted when lock-on killing enemies in countdown are not spawned by killing the enemy itself. They're instead spawned from the ''explosions'' after the enemy is killed.''' This means that recieving the lock-on chips from an exploding enemy does not necessarily require that the enemy was killed with the lock-on shot.&lt;br /&gt;
&lt;br /&gt;
By killing an enemy with the standard shot to start a countdown, and timing a switch to the lock-on shot so it's active by the time the enemy is exploding, the game will grant the chips for standard-killing the enemy, and ''also'' grant the lock-on chips during the enemy's explosion.&lt;br /&gt;
&lt;br /&gt;
'''Switching to the lock-on shot to gain additional chips during an enemy explosion, without actually killing it with the lock-on shot, is known as ''empty locking''.'''&lt;br /&gt;
&lt;br /&gt;
Empty locking allows the player to gain more chips from enemies than would otherwise be possible, at the cost of not cashing out the multiplier on the empty locked enemy, since the enemy is not killed with the lock-on shot. '''It is recommended that new players not focus on empty locking''', and only slowly introduce it into their play with more easily empty-lockable enemies as they improve, as better routing and execution are far more relevant skills for achieving high scores than frequent empty locking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Second Loop====&lt;br /&gt;
&lt;br /&gt;
Following in the footsteps of the previous releases by CAVE, completing all five levels under certain conditions will trigger a second [[loop]] of the game. There are two variations of the second loop, called the '''Omote''' loop and the '''Ura''' loop. During the second loop, the scoring system entirely changes and requires different play strategies in order to maximize your scoring potential. ''(See [[Ketsui:_Kizuna_Jigoku_Tachi/Guides#Second_Loop_Scoring|Second Loop Scoring]] for more information.)'' Reaching the Ura loop is the only way to fight [[Evaccaneer DOOM]] at the end of the game, otherwise the game will end after destroying Evaccaneer in Stage 2-5.&lt;br /&gt;
&lt;br /&gt;
'''Omote Loop''' &lt;br /&gt;
&lt;br /&gt;
* Beat the game with '''no continues'''&lt;br /&gt;
* Sum of deaths + bombs used is less than or equal to '''6'''&lt;br /&gt;
&lt;br /&gt;
'''Ura Loop'''&lt;br /&gt;
&lt;br /&gt;
* Beat the game with '''no continues'''&lt;br /&gt;
* ''[[No-Miss]]'' and '''No-Bomb''' the first loop&lt;br /&gt;
* Earn at least '''120,000,000pts''' before defeating Evaccaneer at the end of Stage 1-5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Ketsui extend stage3.png|thumb|right|Recommended shooting order for the stage 3 midboss extend]]&lt;br /&gt;
&lt;br /&gt;
====Hidden Extends====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Stage 3=====&lt;br /&gt;
'''Destroying all pieces of the midboss''' battleship before killing it will grant a 1up item. &lt;br /&gt;
&lt;br /&gt;
Note that the turret that shoots pink bullets in a circular pattern ('''18''', right) will destroy all of the other pieces on death, so saving it until last is recommended. &lt;br /&gt;
&lt;br /&gt;
All pieces must be manually shot down by the player in order for the requirement to be satisfied.&lt;br /&gt;
&lt;br /&gt;
=====Stage 5=====&lt;br /&gt;
( tbd )&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info and diagrams provided by [[User:SLRmercury|SLRmercury]]&lt;br /&gt;
# Some information verification provided by semenfairy&lt;br /&gt;
# Hitbox image from ''Ketsui Death Label'' (DS) provided by Plasmo&lt;br /&gt;
# Information on player and enemy bullet hitboxes (acquired via reverse-engineering) provided by Enrico Pozzobon / Olifante | https://gitlab.com/epozzobon/ketsui-re/&lt;br /&gt;
# Minor information provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ketsui: Kizuna Jigoku Tachi]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Guwange&amp;diff=3574</id>
		<title>Category:Guwange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Guwange&amp;diff=3574"/>
		<updated>2020-08-02T15:23:49Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:CAVE]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Guwange&amp;diff=3573</id>
		<title>Guwange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Guwange&amp;diff=3573"/>
		<updated>2020-08-02T15:23:30Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guwange ぐわんげ ==&lt;br /&gt;
&lt;br /&gt;
'''''Guwange''''' was the last game developed by Cave for their 1st gen hardware.&lt;br /&gt;
&lt;br /&gt;
It was originally released in the arcades in 1999, and later ported to Xbox 360.&lt;br /&gt;
&lt;br /&gt;
A variation of the game with altered scoring system called &amp;quot;Special Version&amp;quot; or &amp;quot;Blue Label&amp;quot; exists. It is a simple rom swap on PCB, and available in the 360 port.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Guwange is a vertical shooter with a walking character and levels scrolling both vertically and horizontally.&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Shot.&lt;br /&gt;
* '''A (Hold):''' &amp;quot;Shikigami&amp;quot; attack.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
** When holding '''B''' after bombing, you can move the stick to control the direction of the bomb.&lt;br /&gt;
* '''C:''' A Auto-fire if enabled in the game's test menu.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Shishin &amp;lt;/span&amp;gt;''': Dude with mask&lt;br /&gt;
* -- Shot can be aimed left/right a bit when moving.&lt;br /&gt;
* -- Average movement speed&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Shishin&amp;lt;/span&amp;gt;''': Girl with wolf&lt;br /&gt;
* -- Shots fire straight&lt;br /&gt;
* -- Fast movement speed&lt;br /&gt;
* -- Shikigami attack leave napalm trails&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Gensuke&amp;lt;/span&amp;gt;''': Dude with glasses&lt;br /&gt;
* -- Shots are wide but straight&lt;br /&gt;
* -- Slow movement speed&lt;br /&gt;
&lt;br /&gt;
=== Health pickups ===&lt;br /&gt;
&lt;br /&gt;
There are three types of health pickups.&lt;br /&gt;
- Small: Restores some health in the current health bar.&lt;br /&gt;
- Medium: Restores one full health bar.&lt;br /&gt;
- Large: Restores all health.&lt;br /&gt;
&lt;br /&gt;
'''Stage 3'''&lt;br /&gt;
&lt;br /&gt;
Destroy the biggest statue first at the end of the horizontally scrolling section (small health pickup)&lt;br /&gt;
&lt;br /&gt;
'''Stage 4'''&lt;br /&gt;
&lt;br /&gt;
Destroy the midboss with shikigami attack (medium health pickup)&lt;br /&gt;
&lt;br /&gt;
'''Stage 5'''&lt;br /&gt;
&lt;br /&gt;
Destroy the tank before the boss (small health pickup)&lt;br /&gt;
&lt;br /&gt;
'''Stage 6'''&lt;br /&gt;
&lt;br /&gt;
On the spider section, killing spiders will grant health pickups. First a small, then a medium and then a large assuming enough spiders are killed.&lt;br /&gt;
&lt;br /&gt;
Each cart at the section towards the end grants a small health pickup.&lt;br /&gt;
&lt;br /&gt;
The right three at the first phase of the boss gives a medium health pickup.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
TODO: add&lt;br /&gt;
&lt;br /&gt;
[[Category:Guwange]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:ESP_series&amp;diff=3572</id>
		<title>Category:ESP series</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:ESP_series&amp;diff=3572"/>
		<updated>2020-08-02T15:22:45Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:CAVE]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:ESP_Ra.De.&amp;diff=3571</id>
		<title>Category:ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:ESP_Ra.De.&amp;diff=3571"/>
		<updated>2020-08-02T15:22:26Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:ESP series]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=3570</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=3570"/>
		<updated>2020-08-02T15:22:00Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''ESP Ra.De.''''' (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. This is the first of Cave's manic shooters not part of the [[DonPachi]] series as well as the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other [[shmups]], ESP Ra. De. has a somewhat involved story and setting.&lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
==Basic info==&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
----&lt;br /&gt;
'''Yusuke Sagami'''&lt;br /&gt;
* Fastest movement, with significant slow while focusing&lt;br /&gt;
* Narrow, linear, high damage shot&lt;br /&gt;
* Can fire normal and Power Shots at the same time, resulting in a unique feel&lt;br /&gt;
* Can angle his Power Shot about 65 degrees to either side&lt;br /&gt;
* Causes less slowdown than the other characters&lt;br /&gt;
&lt;br /&gt;
'''J-B 5th'''&lt;br /&gt;
* Moderate-fast movement, with significant slow while focusing&lt;br /&gt;
* 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&lt;br /&gt;
* Power Shot can't be manually angled, always goes straight ahead&lt;br /&gt;
&lt;br /&gt;
'''Irori Mimasaka'''&lt;br /&gt;
* Moderate-slow movement, with little slow while focusing&lt;br /&gt;
* Wide, linear, low damage shot&lt;br /&gt;
* Can angle her Power Shot about 35 degrees to either side&lt;br /&gt;
&lt;br /&gt;
==Gameplay overview==&lt;br /&gt;
&lt;br /&gt;
====Getting started====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode part 2 (bombing)====&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
There are score extends at 4 million and 8 million points, plus an extend item on the right-hand train near the start of stage 4. Bombing the item will destroy it.&lt;br /&gt;
&lt;br /&gt;
====Missing====&lt;br /&gt;
&lt;br /&gt;
Missing is fairly horrible in this game.&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
==Advanced scoring techniques==&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 10 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
&amp;lt;!--The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
Character 	Button A 	Button B 	Button C&lt;br /&gt;
Yusuke 	Random 	Shopping Mall At Night, Bay Area 	Bay Area, Shopping Mall At Night&lt;br /&gt;
J-B 5th 	Random 	Bay Area, Houoh High School 	Houoh High School, Bay Area&lt;br /&gt;
Irori 	Random 	Houoh High School, Shopping Mall At Night 	Shopping Mall At Night, Houoh High School&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* Stage A: ''Houoh High School/Phoenix College'' (Yusuke Sagami)&lt;br /&gt;
    Sub-Boss: ''Arachnitank''&lt;br /&gt;
&lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
&lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
* Stage B: ''Bay Area'' (Irori Mimakasa)&lt;br /&gt;
    Sub-Boss: ''Yaksa Armored Ships''&lt;br /&gt;
&lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''Hoverboard Assault Chopper''&lt;br /&gt;
&lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
* Stage C: ''Shopping Mall at Night'' (J-B 5th)&lt;br /&gt;
    Sub-Boss: ''Aerial Bombers''&lt;br /&gt;
&lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
&lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
* Stage 4: ''Wangan Subway Line''&lt;br /&gt;
Sub-Boss: ''Armored Trains''&lt;br /&gt;
&lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''&amp;quot;Line-Rider&amp;quot; Security Mecha''&lt;br /&gt;
&lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
* Stage 5.1: ''Yaksa Fortress'' (exterior)&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
&lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.&lt;br /&gt;
&lt;br /&gt;
    Boss: ''Main Gate Defense System''&lt;br /&gt;
&lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
* ''Stage 5.2: Yaksa Fortress (Ms. Garra's private quarters)''&lt;br /&gt;
The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
&lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
&lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the life bar has been depleted.&lt;br /&gt;
&lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
&lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains.&lt;br /&gt;
&lt;br /&gt;
==Glossary/gallery==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* Yusuke Sagami, a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* J-B 5th, a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* Irori Mimasaka, an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
&lt;br /&gt;
The story takes place in December, during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Superplay videos===&lt;br /&gt;
* [https://youtu.be/1Q8KkRuKUAo Clover-TAC Irori 41.05m]&lt;br /&gt;
* [https://youtu.be/iao-mW3I-v0 rosiakouzichan J-B 5th 39.88m]&lt;br /&gt;
* [https://youtu.be/Ld9ZFT5_rkk mkz Yusuke 35.9m live play with Japanese commentary]&lt;br /&gt;
&lt;br /&gt;
[[Category:ESP Ra.De.]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:CAVE&amp;diff=3569</id>
		<title>Category:CAVE</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:CAVE&amp;diff=3569"/>
		<updated>2020-08-02T15:21:15Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo_Cave_3x.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
'''CAVE Interactive Co., LTD (CAVE)''' is a game developer that specialized in making bullet hell [[shooting game|STG]]s for the arcade. Established in 1994 by former '''[[Toaplan]]''' employees, they would go on to create many iconic STG franchises, such as ''[[DonPachi]]'' and ''[[Mushihimesama]]'', as well as one-off games such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and ''[[Guwange]]''.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;CAVE&amp;quot; is an acronym for &amp;quot;Computer Art Visual Entertainment&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Dangun_Feveron&amp;diff=3568</id>
		<title>Category:Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Dangun_Feveron&amp;diff=3568"/>
		<updated>2020-08-02T15:15:47Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:CAVE]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=3567</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=3567"/>
		<updated>2020-08-02T15:15:28Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Released in 1998 on Cave 68000/1st generation hardware, Dangun Feveron (also known internationally as Fever SOS) was one of the first two shooters (the other being ESP Ra. De.) produced by Cave that weren't part of the now famous Dodonpachi series.&lt;br /&gt;
&lt;br /&gt;
While ESP Ra. De. mostly followed in Dodonpachi's footsteps when it came to general playstyle, Dangun Feveron took a more old school approach, resembling a Toaplan game both in terms of aesthetic and gameplay. The music on the other hand...&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=3566</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=3566"/>
		<updated>2020-08-02T15:15:12Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Released in 1998 on Cave 68000/1st generation hardware, Dangun Feveron (also known internationally as Fever SOS) was one of the first two shooters (the other being ESP Ra. De.) produced by Cave that weren't part of the now famous Dodonpachi series.&lt;br /&gt;
&lt;br /&gt;
While ESP Ra. De. mostly followed in Dodonpachi's footsteps when it came to general playstyle, Dangun Feveron took a more old school approach, resembling a Toaplan game both in terms of aesthetic and gameplay. The music on the other hand...&lt;br /&gt;
&lt;br /&gt;
[[Category:CAVE]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=3565</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=3565"/>
		<updated>2020-08-02T15:13:39Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu Ver1.5]] made for the 2010 Cave Matsuri. It was never released for arcades but became accessible to the public after its release as DLC for the X360 port and came bundled with the PC port. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways, although, '''auto-bombing has an increased cost of 2 bombs.'''&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* Second loop has been removed; Player will always face Golden Disaster after Stage 5. Hibachi can be faced as well but has requirements&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both)&lt;br /&gt;
* Bees only give 100pts no matter what color they are when collected &lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge&lt;br /&gt;
* Hyper rank now scales up to 9&lt;br /&gt;
* Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
* Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
* Hyper rank resets after stage completion&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Multiplied per laser being countered.&lt;br /&gt;
* Bombs temporarily increases the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port)&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper)&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy has been significantly lowered&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience]&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb)&lt;br /&gt;
* Bomb items now completely refill bomb stock&lt;br /&gt;
* Combo gauge no longer breaks if hyper gauge is full (will still break upon death)&lt;br /&gt;
* Full hyper gauge multiplier has been completely removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring is where this mode truly differs from 1.5. While it uses 1.5 as a foundation for its scoring system, 1.51 is drastically different when playing for score. This mainly comes from the fact that bombing not only keeps your chain going, but also gives you points based on your current GP value (the number that has a plus sign before it) as long as it is damaging an enemy. This is also '''multiplied''' when the bomb is countering lasers. Laser enemies tend to be weak, so players usually save their bombs for bosses as they also have more health and shoot a numerous amount of lasers. Bomb pickups also completely refill your bomb stock, so try and delay picking it up to be able to bomb the boss even more times.&lt;br /&gt;
&lt;br /&gt;
Also returning from 1.5, is the maximum bonus. The maximum bonus continuously gives you points as long as you have it (outside of boss battles). In 1.51, due to the increase in the amount of bombs the player can pick up, the limit for the maximum bonus' mutliplier has been increased to x50 [Editor's note: unconfirmed, will have to double-check the limit in-game]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=3564</id>
		<title>DoDonPachi DaiFukkatsu Ver1.5</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=3564"/>
		<updated>2020-08-02T15:13:21Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiFukkatsu 1.5 ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu''' &amp;lt;small&amp;gt;('''怒首領蜂大復活''', '''DoDonPachi Resurrection''', abbreviated: '''DFK''')&amp;lt;/small&amp;gt; is a game by [[CAVE]] released in 2008. The initial release of the game contained some major issues, including the possibility of an early score counterstop, and was quickly replaced with the fixed version 1.5. This can be considered the main version of the game as it has had numerous releases whereas the original 1.0 has been largel abandoned by both publishers and players and has become very hard to find.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The sequel for [[DoDonPachi DaiOuJou]]. Features the same basic structure of two loops with an extra last boss stage in the end, and combo based scoring with a hyper system. DFK is a noticeably easier game for survival, especially when playing with a ship equipped with auto-bombs. The hypers also have the ability to erase enemy bullets with the shot, which can be used for both survival and scoring. However, the core of the scoring system is still the enemy kill chain which has not changed much from the previous games.&lt;br /&gt;
&lt;br /&gt;
A new feature in the game is splitting the stages into two routes, called '''Omote''' and '''Ura'''. Fulfilling certain conditions in the game puts the player in the higher scoring Ura route, which changes the stage progression slightly and replaces the standard midbosses with revisits of the bosses from [[DoDonPachi]]. There are also two different second loops, and only in Ura do you get to fight the final of the two extra bosses.&lt;br /&gt;
&lt;br /&gt;
There are two score based extends at 1,000,000,000 and 10,000,000,000 points. A hidden 1up can be found in stage 3 in both loops.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon&lt;br /&gt;
* '''B:''' Uses a bomb (Bomb and Strong styles) / Switches between Normal and Boost modes (Power style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot; note that your laser comes out faster if you activate it during auto&lt;br /&gt;
* '''D:''' Activate the hyper counter&lt;br /&gt;
&lt;br /&gt;
Note that the buttons C and D can be swapped around when starting the game.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
The ship types have couple of more subtle differences as well. Type-A has increased combo gauge gain while Type-C has lowered (what exactly does this affect?). In Power style, Type-C takes longer time to switch between the Normal and Boost modes.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and basic mechanics ===&lt;br /&gt;
----&lt;br /&gt;
Your basic weapons are the shot and the laser, which work as in the previous games. The shot covers a wider area, while the laser deals focused damage to a single target and also emits a damaging aura around your ship dealing damage equal to the laser itself. Generally your highest damage potential is reached by hitting a target with both the laser and the aura, although the Power style can sometimes deal even more damage by hitting targets with the full width of the Boost shot.&lt;br /&gt;
&lt;br /&gt;
New to the series are lasers fired by the enemies. Your own laser can be used to block them, and the laser aura will also render you immune to enemy lasers. Big lasers fired by some enemies cannot be countered by the Bomb style or the Power style Normal mode laser. Some enemy lasers, especially in the second loop, can fire counter bullets when blocked.&lt;br /&gt;
&lt;br /&gt;
The bomb is fairly standard, dealing damage to the entire screen and giving you invulnerability for its full duration. You will also automatically bomb when getting hit, which results in a much smaller bomb which lasts for a very short time only. With the Power style you can use your picked up auto-bomb as a full sized bomb by getting hit in the Normal mode.&lt;br /&gt;
&lt;br /&gt;
'''Hyper counter'''&lt;br /&gt;
&lt;br /&gt;
The hyper is your most important scoring tool (see the scoring section), and can also be used to aid survival. Activating it gives you a brief period on invulnerability, fills your combo gauge and makes a timer for the hyper appear around your ship. During hyper you gain a boost to your movement speed, and your laser becomes much stronger (and capable of blocking big enemy lasers in all cases). Some enemies will fire more and/or faster bullets at you during the hyper. Your shot in the hyper mode is capable of erasing enemy bullets with a varying strength (some attacks, especially of bosses, are more resistant to erasing). When the timer runs out the hyper ends, clearing out all bullets remaining in the screen, giving you another brief window of invunlerability and filling your combo gauge. The combo gauge will decrease slower during a hyper, and lasering enemies will hold it at a much higher level. Using a bomb will prematurely end the hyper, and if hyper is used during an active bomb, the timer will be rapidly drained during the bombs effect.&lt;br /&gt;
&lt;br /&gt;
The hyper shot has two parts, green and red. This is most easily seen with the Boost mode of the Power style, which has a much shorter green part than others. If the shot hits any enemy bullets in the red part, it will be cut off at that point and will not hit anything beyond. The Boost mode also has a much higher bullet erasing power than all the other hyper shots.&lt;br /&gt;
&lt;br /&gt;
The hyper can be activated when the hyper gauge is full. You gain hyper gauge by killing enemies normally and hitting them with the laser. There is some bonus gauge gain when hitting off screen enemies with the laser and when hitting enemies with the laser aura. These two methods work during hyper mode too, while normal gauge gain is disabled. The Power style can also gain hyper gauge by erasing bullets with the Boost mode shot.&lt;br /&gt;
&lt;br /&gt;
'''Hyper rank'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a hyper rank value which modifies the effects of the hyper and increases with every hyper activated. The value ranges from 0 to 5, and is briefly visible every time on the middle of the timer when activating a hyper (it is also visible by counting the small notches in the remaining part of the hyper timer). Activating a hyper will always increase the value by 1 up to the maximum (so it is impossible to have a rank 0 hyper active). The value is decreased by 1 by dying or by using a manual bomb (loop 2 only). Starting a new stage will reset the rank back to 0 in the first loop, half it rounded down in the Omote second loop, and reduce it by 1 in the Ura second loop. Using an auto-bomb will not affect the rank, with the exception of Power style in the second loop reducing it by 1.&lt;br /&gt;
&lt;br /&gt;
Higher rank will make your shot weaker in erasing enemy bullets and the green part of the Power Boost mode shot will get shorter. Erasing bullets with a hyper may also generate small floating orbs shooting lasers at you (&amp;quot;Danger Lasers&amp;quot;, by the warning sign attached to them) and their generation is drastically increased with higher rank. The Danger Lasers are highly random in both spawning and behavior. Their laser will change into aimed bullets when the orb is destroyed (3-way aimed at rank 5). Furthermore, any erased normal bullets in the second loop can emit a counter bullet aimed roughly at you, and the rate of this happening is affected by the hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
'''Star (airborne)'''&lt;br /&gt;
&lt;br /&gt;
Small score items generated by several ways. Comes in two sizes which don't really differ. Destroying screen clearing enemies will convert all enemy bullets and lasers to stars. Blocked enemy lasers emit stars. Erasing bullets with the hyper shot converts them into stars, depending on which part of the shot is used (big stars for the part close to your ship, no stars for the red part). When your hyper ends, all enemy lasers get converted to stars. Destroying laser firing enemies makes the lasers turn into stars. Killing bosses releases lots of stars.&lt;br /&gt;
&lt;br /&gt;
Gives you score according to the combo value (value / 10) and raises the combo value by a minimal amount. Also raises the combo gauge by a small amount during hypers which is important for keeping your combo up when focusing on bullet erasing.&lt;br /&gt;
&lt;br /&gt;
'''Star (ground)'''&lt;br /&gt;
&lt;br /&gt;
Small score item generated by killing some ground enemies. Gives a minimal amount of score. Completely irrelevant.&lt;br /&gt;
&lt;br /&gt;
'''Bee'''&lt;br /&gt;
&lt;br /&gt;
The series traditional hidden bee icons placed in various places in the stages. Revealed by hitting the location with the tip of your laser. All stages contain 7 bee items, and 2 extra in the Ura route. Revealed bees start as green, and will periodically change to yellow and back. Picking up a green bee increases your hyper gauge by about 30% of the full amount (exact number?), while picking up a yellow one gives you some insignificant amount of score. Bees will briefly flash white when changing color, and picking them up during that gives you both effects. Picking up a bee at any state will also fill your combo gauge.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the '''Maximum''' mode. Being in the Maximum mode gives you a continuos score bonus, which is however irrelevantly small in this game. More important effect of the mode is enabling the auto-bomb for Power style. You also get a sizeable score bonus for finishing the second loop with the Maximum mode active (5 bil Omote / 10 bil Ura). The Maximum mode is lost if a bomb is used.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life. Found only by destroying the big generator tower in stage 3 (both loops). You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
As said in the intro, the first loop stages have two possible routes to play through. In stage 1 you can go to either route, depending on your actions at the beginning of the stage. Each stage after this has the route determined by what happened before entering it, and the route cannot change during the stage. For the second loops, you are locked to the route of your loop upon entry.&lt;br /&gt;
&lt;br /&gt;
In stage 1, you can enter the Ura route by destroying 3 of the big silos yourself (they will get crushed by the big tanks if you're not quick). When destroying the 3rd silo, you must be at full hyper gauge. If you succeed, you will see the Ura midboss warp in immediately after the section. Alternatively, you can enter the Ura route later by collecting all the bee items in two stages without dying. The stages do not have to be consecutive.&lt;br /&gt;
&lt;br /&gt;
To stay in the Ura route, you have to either collect all the bee items in the stage without dying, or defeat the midboss without dying or bombing.&lt;br /&gt;
&lt;br /&gt;
To enter the Omote second loop you need to clear the first loop and collect at least 35 bee items or use at most 2 bombs. To enter the Ura second loop you need to collect all 45 bee items (this requires playing all the stages in the Ura route) and have at most 2 used bombs and 1 death. Note that because of the auto-bombs, the death condition is only relevant for Power style.&lt;br /&gt;
&lt;br /&gt;
Besides the route, there are some other differences between the second loops. In Ura, the small choppers fire 3-way shots, and the tanks have a much higher fire rate. The hyper rank decreases less in Ura and you gain less hyper gauge by aura hits and Boost mode hyper shot. The final boss [[Hibachi]] only appears in the Ura version of the extra stage and your end game bonus will be doubled.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The base of all the scoring in the game is the combo system, which works similarly to the earlier games in the series. Refer to the [[DoDonPachi]] page for example for a more detailed description. In short, during a combo the value of every killed enemy is added to the combo value which is then added to your score. The main addition to the system is the multiplier based on the hit count. The multiplier levels are:&lt;br /&gt;
* 0 - 499 hits:  1x&lt;br /&gt;
* 500 - 999 hits:  2x&lt;br /&gt;
* 1000 - 2999 hits:  3x&lt;br /&gt;
* 3000 - 4999 hits:  4x&lt;br /&gt;
* 5000 - 6999 hits:  5x&lt;br /&gt;
* 7000 - 9999 hits:  6x&lt;br /&gt;
* 10000 or more hits:  7x&lt;br /&gt;
&lt;br /&gt;
When active (see below) the multiplier affects your combo in couple of different ways. First, the value of every kill added to the combo value is multiplied with the multiplier. Second, the hit count gained from the kill is multiplied. Third, the score gained from the kill is the combo value multiplied by the multiplier. Note that this only applies to score gained from enemy kills, other combo value based score is not multiplied. This includes score from laser hits (both normal and boss) and score gained from star items. &lt;br /&gt;
&lt;br /&gt;
You can be in three different states based on your hyper status which affect how your combo works.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is not filled:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your hits, chaing value and hyper gauge slowly decrease.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is filled:'''&lt;br /&gt;
* The multiplier is active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
&lt;br /&gt;
'''If you are hypering:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
* You gain hits when hitting enemy bullets with the shot. The amount is doubled (exactly?) at hyper rank 5. The Boost shot of the Power style is excluded, except during midbosses.&lt;br /&gt;
* You gain hits very rapidly when blocking enemy lasers with the laser.&lt;br /&gt;
&lt;br /&gt;
Bombing or dying will always drop the combo regardless of the state. This includes bossfights.&lt;br /&gt;
&lt;br /&gt;
The basic scoring strategy revolves around balancing using hypers to obtain a high hit count and maximizing the time spent with the multiplier active. Note that there is no real benefit in raising the hit count beyond 10000. The no-multiplier no-hyper mode has no scoring benefits, but can be used to carry the combo over difficult parts.&lt;br /&gt;
&lt;br /&gt;
Finally, unlike the previous games the combo can be carried over to the bosses normally. During the bosses your combo will not drop when emptying the combo gauge but you will instead always get the slow decrease effect. Laser hits will give you the full chain value and the multiplier is not applied. Several of the boss phases in the game can be milked for laser hits (by using invulnerable parts) or bullet cancels up to their timeouts for a noticeable score boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
----&lt;br /&gt;
''' Basics '''&lt;br /&gt;
&lt;br /&gt;
First step for good scoring is learning to combo parts of the stages normally. You will not be able to reach higher scores without being able to utilize the multiplier and your combo is constantly at the risk of dropping while in the multiplier mode. Some parts are harder to combo than others, and it might not be a big loss to skip a difficult part by using a hyper.&lt;br /&gt;
&lt;br /&gt;
Second step is optimizing the hit collection. The earlier you are able to get a high multiplier going, the more time you can spend in the lucrative multiplier mode later. The hit collecting techniques depend on your ship type and are also highly stage specific and are covered later. Learning to optimize your hyper recharging is also important to avoid any downtime. Most of the time you should be aiming to fully recharge your hyper during the hyper itself. A good way to do this is combining the hyper gauge gain from aura hits and lasering off screen enemies by point blanking enemies just off the top of the screen. Using the Power style makes this part easier as you can also use the Boost shot, but do note that this generally reduces your hit gain (exception for this is the midbosses, the Boost shot does generate hits during them).&lt;br /&gt;
&lt;br /&gt;
The midbosses are good places for hypers in general since the lack of multiplier does not cost you anything if there are no regular enemies to combo present. Some midbosses release extra enemies if killed quickly and some need to be delayed to keep the combo going over an otherwise empty gap in the stage.&lt;br /&gt;
&lt;br /&gt;
A rank 5 hyper will give you much more hits when hitting enemy bullets and since hypers will always stay on the rank level they started at, it is possible to activate a rank 5 hyper right at the end of a stage and carry it over to the beginning of the next stage. This is a good technique for gaining some extra starting hits, and it also helps keeping your hyper rank in check since the rank raise effect of the hyper happens in the previous stage.&lt;br /&gt;
&lt;br /&gt;
One more thing to pay attention to is the fact that some enemies in the game have a drastically higher base point value. Because the multiplier is applied to the values added to the combo value, knowing these targets and building your strategy around them is important for improving your score. While attempting to build up your hit count, you will still want to try to kill as many of these high value targets with the multiplier on as possible.&lt;br /&gt;
&lt;br /&gt;
''' Laser countering '''&lt;br /&gt;
&lt;br /&gt;
Countering enemy lasers with your hyper laser is the most important technique to learn for quickly raising your hit count. Any enemy laser can be used for this, and the hit gain increases with each countered laser. The hit gain from countering lasers works like a mini combo. The hits will start rolling up after a brief delay as long as you keep countering a laser. This combo will be broken if you destroy any other targets, even during the countering, and you will need to wait a moment again to start regaining the hits. Moving away from the laser source may also briefly break the connection and stop the hit gain for a moment.&lt;br /&gt;
&lt;br /&gt;
For durable laser firing targets (the gatling laser cannons in stage 5, the laser tower at the start of stage 4, etc.) the easiest way to perform the technique is point blanking the enemy. This makes sure your laser is not hitting anything else and breaking the hit gain. You will also regain hyper gauge due to the aura effect. Some other laser firing enemies are too weak for this method (the small ground laser cannons, the big laser cannons in stage 3, etc.) and for these you just need to laser off the screen. The countered enemy lasers keep emitting a stream of small stars so you do not have to worry about breaking your combo while doing this.&lt;br /&gt;
&lt;br /&gt;
The Danger Lasers spawned in mass at higher hyper ranks can also be used for the countering technique. Their random behavior makes this more unrealiable than using regular enemies, but the method can still be very useful at starts of stages for gaining more hits than what would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
''' Loops '''&lt;br /&gt;
&lt;br /&gt;
Just like in the previous games, the combo gauge becomes much more lenient in the second loop, and killing any enemy with the shot will bring the gauge to full. The larger enemy bullet count, especially in Ura, also makes it easier to gain big hit counts early. The downside is that higher hyper ranks become very difficult to survive due to the added counter bullets.&lt;br /&gt;
&lt;br /&gt;
With the Bomb and Strong styles a common technique is using manual bombs and even suicides to lower the hyper rank in order to start stages with a safe rank 1 hyper. There is a brief period when entering bosses during which the combo is frozen, and it is possible to use bombs during it without breaking the combo. This allows you to still get some boss score while using the rank lowering method.&lt;br /&gt;
&lt;br /&gt;
The Power style has no bomb stock to use, so the rank lowering technique is not usually practical with it. However due to the increased strength of the Boost mode hyper shot it is still possible to reliably survive high rank hypers too. The high number of Danger Lasers spawned while doing this also gives an unique opportunity to quickly get more hits than is possible with the other styles. Being able to start stages with the hyper rank fully maxed out in Ura is useful for this.&lt;br /&gt;
&lt;br /&gt;
=== Individual stages ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For scoring you should always be aiming for the Ura route in the first loop. However since stages 1 and 2 are worth relatively little score, you won't be losing much by entering the route in stage 3. If you are aiming for the Ura second loop you need to do every stage in the Ura route however.&lt;br /&gt;
&lt;br /&gt;
The tips below only refer to Strong and Power styles for now. Bomb should be able to do most of the same things as Strong.&lt;br /&gt;
&lt;br /&gt;
''' 1-1 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big tanks in the beginning have a high base value. You should aim to gather 1000 hits before them with one hyper in the start and make sure to kill them with the multiplier. You can charge quickly by point blanking the off screen tanks moving along the bridge and there are also two bees you can use.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be used to raise your hit level to 3000 with another hyper. The lasers it fires straight down after the first attack can be countered for hits. Power can easily recharge by bullet countering while Strong needs to point blank the tanks on the bridge for it. There is an alternate strategy where you delay the midboss until time out and use another hyper to get a huge hit count from the laser orbs left behind from the final attack. However since this makes you lose bunch of multiplied score from the enemies during the latter part, it ends up being worth roughly same.&lt;br /&gt;
&lt;br /&gt;
''' 1-2 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big ships in the beginning have a high base value. You can kill them all with the multiplier at 1000 hits by keeping the first one alive during a hyper and then killing it afterwards just as it is leaving the screen. For the recharging you can point blank the tanks arriving from the top left road.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss should be timed out, as it releases a bunch of laser firing orbs as its final attack and these orbs remain behind if the midboss is not destroyed. The lingering orbs can be point blanked with the hyper laser for a huge hit boost. The behavior of the orb attack has some randomness but a good setup should reach 7000 hits here almost every time and even 10000 hits is possible with some luck. Strong style needs to do some damage control to avoid killing the midboss prematurely.&lt;br /&gt;
&lt;br /&gt;
''' 1-3 '''&lt;br /&gt;
&lt;br /&gt;
Carrying a rank 5 hyper from the previous stage is highly recommended for the start here. You should be able to recharge about 50% of it by point blanking the boss just before the kill. You can either use the hyper for erasing the bullets fired by the choppers and the teleporting enemies the whole time, or go for the Danger Lasers after some erasing. The latter method seems more reliable with Strong compared to Power. By using another another hyper right after it is possible to get over 5000 hits. The enemies appearing from the top and the two bees can be used for the hyper gauge. Yet more hits can be gained by countering the two horizontal lasers fired by the laser cannons appearing soon after.&lt;br /&gt;
&lt;br /&gt;
The main source for combo value in the stage are the big yellow and blue ships with multiple turrets. Power can easily destroy all of them with multiplier but for Strong it is common strategy to point blank the first one for hyper charge instead. While not so major, the laser cannons appearing briefly during the horizontal scrolling parts also have high value (3 at first and 3 more in the Ura extra part). The Ura extra part contains a huge group of tanks and some care should be taken to destroy as many of them in the rapidly scrolling section as possible.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be hypered and held until time out for an easy chain. Alternatively it is possible to destroy it without using any hypers and hold the combo by lasering the tanks leaving the screen on the top left. This is a difficult technique and most feasible with the Strong style due to its high laser power.&lt;br /&gt;
&lt;br /&gt;
''' 1-4 '''&lt;br /&gt;
&lt;br /&gt;
The laser tower in the beginning is a very valuable source of hits and the row of laser cannons before it can also be used for the same purpose. For Strong style a common strategy is to use a rank 5 carryover hyper for the first and then another one for the tower. Power style can alternatively use the available extra charge to skip the carryover and instead time two hypers such that the first ends while on top of the tower followed immediately by a second one. Both techniques can reach 7000 hits but optimal performance in this part is very tricky. The base value of the tower is also very high, but there is no good way to get a multiplier kill here while also getting the valuable hits.&lt;br /&gt;
&lt;br /&gt;
The 2 wide ships appearing immeadiately after the tower have a high base value and should be killed with a multiplier for a good start. Regaining charge after the tower hyper is easy for Power, but Strong needs to do it by point blanking the first appearing wide ship while at the same time taking care to not destroy it prematurely. The bullets fired by the ship are your last change of getting the hit count up to 7000 here. The section between the wide ships and the midboss does not contain anything particularly valuable, so it can be used for an extra hyper if your hit count is not high enough. If not using a hyper, connecting the combo to the midboss is a bit tricky. You want to delay the first set of 3 medium sized enemies to destroy them only after the second set for this.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss cannot be destroyed too quickly, since otherwise you will be left with a completely empty section. You need to be aware when you can get rid of it and have enemies spawning in to successfully chain over the part. Being high up on the screen when the laser attack starts is good for this, as it makes the midboss go over the top of the screen and receive less damage. For Strong this also gives you a valuable hyper recharge opportunity. You may want to manipulate the hyper gauge such that you are not at the risk of breaking the combo when the midboss dies but regain your multiplier mode soon after.&lt;br /&gt;
&lt;br /&gt;
The boss of this stage is a popular target for score milking, especially during the second phase. This is partly due to the latter part of the stage containing so many high value enemies that a successful full combo will have more value in the end than in any other stage. The first phase of the boss is easy to defeat quickly by leaving one rocket booster intanct in the beginning as this lets you point blank the boss itself for an extended time. The big orbs fired in the final phase can be point blanked to instantly recharge your hyper during the invulnerability in order to carry over a hyper with a full charge ready.&lt;br /&gt;
&lt;br /&gt;
''' 1-5 '''&lt;br /&gt;
&lt;br /&gt;
Very difficult stage to fully chain but also worth much more than any other stage.&lt;br /&gt;
&lt;br /&gt;
The stage opens with two sets of 3 Gatling Lasers. These have a very high amount of hp and are your best way of building up an early hit count. A rank 5 carryover hyper is also useful for obtaining 1000+ starting hits. The gatling lasers and the big tanks on the opposite sides also have relatively high base values, but the differences here are not nearly as big as in the previous stages. The basic approach for the part is using one hyper for each set of Gatling Lasers, point blanking them for the recharge. This approach can easily get up to 10000 hits by the end of the section and by timing the hypers well you can take out some of the Lasers with the multiplier active. An alternative strategy is using a hyper only for the first set. It's possible to reach 7000 hits this way and then destroy all of the remaining Lasers with the multiplier. This approach is very difficult but will lead to a somewhat higher score in the end.&lt;br /&gt;
&lt;br /&gt;
The first Ura midboss is normally hypered to chain over it safely, but at least with Strong it is possible while highly risky to point blank and kill it quickly without any hypers. Killing the midboss quickly is important regardless as this will make more enemies spawn. The Ura route is also much better here as it contains lots of medium sized ships to boost the combo value. Connecting the end of the enemy rush section to the start of the next takes some care, the two bees at the bottom are helpful for this.&lt;br /&gt;
&lt;br /&gt;
The following section with the indestructible rotating laser bits is ideally done without any hypers as you should always have a full multiplier by this point. However the section is also fairly difficult so might want to decide to use some safety hypers instead. A high level scoring technique here is keeping the two large hangars alive as long as possible in order to destroy all the large round enemies they spawn, as these have a relatively high base value. The whole section is also full of tanks and other ground objects that show up only briefly so getting all the possible kills here is challenging.&lt;br /&gt;
&lt;br /&gt;
The second midboss should just be destroyed with a hyper as quickly as possible to maximize the amount of appearing bonus enemies. Again you need to pay attention to your combo when destroying it as you will break there if you are in the multiplier mode. Destroying the midboss during a hyper or at non-full hyper gauge both work.&lt;br /&gt;
&lt;br /&gt;
The final section should be just straight forward chaining where you will finally get rewarded for carrying the combo so far. The hardest part here is connecting the combo over the second big tank. If you destroy it too quickly you will likely run out of enemies here, instead you want to delay it until the 6 tanks appear from the terrain next to it. Keeping the tank hangar alive longer and using the normal mode laser as Power both help. Avoiding the hard part entirely with a hyper is also a possibility, just make sure you have the multiplier back for the high value wide ship afterwards.&lt;br /&gt;
&lt;br /&gt;
''' 2-1 '''&lt;br /&gt;
&lt;br /&gt;
The big tanks will fire lasers this time, which can be used for lots of extra hits. Especially with Power this can be combined with Danger Lasers for a really big early hit count. With Strong you are forced to endure high hyper rank if trying to score here in Ura.&lt;br /&gt;
&lt;br /&gt;
''' 2-2 '''&lt;br /&gt;
&lt;br /&gt;
A high hit Danger Laser oppening is again possible here with Power. Be careful of the laser cannons in the end section, they are much more deadly this time. The boss uses many difficult attacks in a row with limited recharge opportunities, so even with Power it is common to plan a bomb for it.&lt;br /&gt;
&lt;br /&gt;
''' 2-3 '''&lt;br /&gt;
&lt;br /&gt;
Extreme bullet count in the start and added lasers at the laser cannons both make getting hits easier here. The Ura midboss can be killed quickly and the combo still maintained by slowly killing the remaining tanks one by one with the shot. Doing this all without a hyper is also feasible at least for Strong. The Omote midboss on the other hand is very difficult to survive without a hyper. If you can keep the hyper rank low, bullet erasing at the boss can be worth a lot.&lt;br /&gt;
&lt;br /&gt;
''' 2-4 '''&lt;br /&gt;
&lt;br /&gt;
The lowered hyper gauge gain makes activating the multiplier in time for the first wide ship unpractical for Strong when going for hits (in Ura, apprently this is doable in Omote?). Erasing bullets at the second phase of the boss is a big scoring opportunity.&lt;br /&gt;
&lt;br /&gt;
''' 2-5 '''&lt;br /&gt;
&lt;br /&gt;
The start has several options again but a chain value as high as in the first loop is not normally aimed for. Delaying the tank hangars also gets extremely dangerous. The downwards scrolling part in the middle of the laser bit section is very tricky in Ura and cannot even hypered safely with higher rank Strong. Another notably difficult part is the big ground cannon near the end, however this can be hypered with all styles for safety.&lt;br /&gt;
&lt;br /&gt;
The boss launches small pods in multiple attacks which are useful for charging your hypers, which you want to be using a lot to survive here. The final phase can be lucrative for score but also very challenging (is this even doable for Strong?).&lt;br /&gt;
&lt;br /&gt;
The first midboss in Omote is very difficult and you will not be able to gain much hyper gauge during it. To survive it you will want to face it at low enough hyper charge. Even with Power style expending resources to drop the rank can be a good idea here.&lt;br /&gt;
&lt;br /&gt;
''' EX '''&lt;br /&gt;
&lt;br /&gt;
The first boss Golden Disaster has far more hp than any other enemy and using hyper point blanking for damage becomes very important to kill it in reasonable time. The best place to point blank is the gap between the head and the side gun pod (higher damage because the aura hits multiple parts?). Hypering and moving inside the drones spawned at the start of the second attack is a good technique since it gives you an instant recharge and lets you quickly destroy most of the drones while invulnerable.&lt;br /&gt;
&lt;br /&gt;
For Hibachi, a good plan and hyper timing is essential. The boss has a shield on whenever you are invulnerable, so dealing damage by hyper point blanking is most of the time only possible during the gaps between attacks. You can also keep near to the boss during the 3rd attack before the counter bullets from the laser reach you. For the final, being able to deal point blank hyper damage during the start helps a lot. Since a lot of the pattern is made of the counter bullets, avoiding lasering during invulnerability also helps a bit.&lt;br /&gt;
&lt;br /&gt;
Other styles are allowed plenty of mistakes in the fight, but Power will have a very hard time. If you have enough lives left, you can bring your hyper rank down for easier time in the final. The bullets start to become eraseable if your rank is 2 or 1.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system details from CAVE Official DVD booklet&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.0&amp;diff=3563</id>
		<title>DoDonPachi DaiFukkatsu Ver1.0</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.0&amp;diff=3563"/>
		<updated>2020-08-02T15:13:10Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
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&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== DoDonPachi DaiFukkatsu Ver 1.0 ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiFukkatsu Ver 1.0''''' is the first public version of the game to be released in 2008. However, it was removed from the arcades a few months later due to a number of problems, and replaced with [[DoDonPachi DaiFukkatsu Ver1.5|Ver1.5]], which is now the definitive version of the game. Due to this, it's extremely hard to access the version of the game without the use of emulation. This version of the game will be referred to as &amp;quot;'''DFK 1.0'''&amp;quot; in this guide.&lt;br /&gt;
  &lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
DFK 1.0 allows you to choose between three ships -- '''Type-A''' Do-NX-SF-25B Struggle Fighter “DELTASWORD”, '''Type-B''' Do-NX-AH-16B Assault Helicopter “BIAXE”, and '''Type-C''' Do-NX-FB-72D Fighting Bomber “SPEARHEAD”) -- and styles that augment your ship in additional ways -- Bomb, Power, and Strong. Type-A is a red ship with fast speed, and narrow shot range, Type-B is a green helicopter with medium speed, and good shot range, and Type-C is a blue ship with the slowest movement speed, but has the widest shot range of the three.&lt;br /&gt;
&lt;br /&gt;
'''Bomb Style''' will give you the feeling of playing traditional ''[[DoDonPachi]]'' games, giving you decent firepower and bombs. '''Power Style''' is a unique style that gives the player two different &amp;quot;power&amp;quot; types -- Normal and Boost. Normal gives you weaker firepower than Bomb, but much faster movement speed, while Boost will give you more firepower, and slower speed. '''Strong Style''' is the beefed-up version of Bomb Style, giving you more firepower and a bigger laser, in exchange for being the slowest moving out of the three.&lt;br /&gt;
&lt;br /&gt;
The Type-B ship and the Strong Style in DFK 1.0 will not be available at the start, and must be unlocked by unlocking codes in order to access them.&lt;br /&gt;
&lt;br /&gt;
To unlock the Type-B ship: &lt;br /&gt;
* Insert coin&lt;br /&gt;
* Player 2: Hold down A, B &amp;amp; D&lt;br /&gt;
* Player 1: Press B, C, B, A, D, Down, Up, A, A, D, D, C, C, B, B, Left, Left, A, Right, Left, Left, Left&lt;br /&gt;
* &lt;br /&gt;
To unlock Strong style:&lt;br /&gt;
* Insert coin&lt;br /&gt;
* Player 2: Hold down A, B &amp;amp; C&lt;br /&gt;
* Player 1: Press D, A, D, C, B, D, Up, B, B, Left, Down, Right, C, D, B, A, Right, Right, A, D&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''(By default, A: Shot/Laser, B: Bomb, C: Shot Auto-Fire, D: Hyper Counter)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy, your chain meter (GP Meter) will increase. If the chain meter is empty, and your Hyper Gauge is full, your chain will be broken. If the Hyper Gauge isn't full when your GP Meter is empty, your chain will instead drop rapidly. Killing an enemy with Shot will fill up the chain meter more than Laser, while lasering an enemy will hold the chain meter by about 10%, which will prevent the chain from breaking (as long as your Laser is trained on an enemy).&lt;br /&gt;
&lt;br /&gt;
The game has the Hyper Counter ability, functionally similar to the previous game ''[[DoDonPachi Dai-Ou-Jou]]'', but with the ability to cancel enemy bullets with your Shot. You will be able to activate Hyper once you fill up the meter through killing enemies, lasering enemies, and [[point-blank]]ing. Point-blanking in DFK refers to getting close to the enemy and hitting it with both your Laser and your Laser's Aura, dealing massive damage while also quickly filling up your Hyper Gauge. With Hyper Counter active, your firepower will increase massively, your Shot and Laser's visuals will change, and you will gain more hits overall, while lasering will rapidly increase your GP Meter. Your GP Meter will also be refilled to full when activating Hyper Counter, and when it is deactivated.&lt;br /&gt;
&lt;br /&gt;
'''Hyper Rank''' exists in this game. The more Hyper Counters you use, the higher the rank will get. Each time you use a Hyper, the rank will increase by 1, and it will max out at 5. The higher the rank, the faster the enemies shoot, and the harder it is to cancel the bullets. You can reduce the rank by dying, or bombing in 2nd loop (which we will talk about shortly) -- either one of them will reduce Hyper rank by 1.&lt;br /&gt;
&lt;br /&gt;
As with other versions of the game, DFK 1.0 has '''five stages''', and each stage has two different routes (Omote and Ura), accessible by accomplishing certain tasks in-game. The Ura routes of stages are better for scoring, due to a higher amount of bee items and enemies with higher overall value than the Omote route. It also replaces the DFK midbosses with the bosses from ''DoDonPachi'', albeit with much lower health, but much nastier patterns. By default, you will play the Omote version of the stages, however you can access the Ura versions by doing one of two things:&lt;br /&gt;
&lt;br /&gt;
* Destroy '''three silos''' before the big tanks run them over in '''Stage 1''' without dying, and you will enter the Ura route.&lt;br /&gt;
* '''Collect all Bee items in 2 stages''' (it does not have to be consecutively; for example, if you get all of the bees from stage 1, and stage 4, then you will enter the Ura version of stage 5) without dying.&lt;br /&gt;
&lt;br /&gt;
Once you enter the Ura route, you will stay on it in later stages if you don't bomb or die during the ''DoDonPachi'' midbosses.&lt;br /&gt;
 &lt;br /&gt;
Like the predecessors, DFK 1.0 has a second [[loop]]. And like ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'', it has two different versions, which will also be referred as Omote and Ura. The requirements for accessing the Ura version is the same as ''Ketsui'': No Miss No Bomb the first loop. You can enter the Omote loop by either [[no-miss]]ing or [[no-bomb]]ing the first loop. Unlike ''Ver1.5'', the bee items don't seem to be needed to enter the second loop. Omote loop will feature less bullets than Ura, and with DFK midbosses instead of ''DoDonPachi'' midbosses, and you will only face Taisabachi/Golden Disaster in the end. Ura loop features more bullets, ''DoDonPachi'' midbosses, and Taisabachi with the one fiery angry bee, Hibachi, the [[True Last Boss]] of DFK.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
DFK 1.0 uses the '''Get Point System''' (GPS) like all the other ''DoDonPachi'' games (chain the enemies for accumulated scores). However, DFK also includes an additional mechanic unique to it: '''Hidden Multiplier''' (HD), which is tied to having a full Hyper Meter and a high amount of Hits in your chain. In order to properly explain what HD does, I will bring up an example: You have 10000 points in your GPS, and you see an enemy with a 300 point worth. So normally if you destroy it you will gain 10300 points, and your GPS will be increased by 300 points. However, when you have HD active, you will gain twice the amount of score, so you will gain 20600 points, and you GPS will be increased by 600 points instead. &lt;br /&gt;
&lt;br /&gt;
Remember that in order to take advantage of this scoring system, you need to have a '''full Hyper Meter''', and '''you must not actively be in Hyper Counter mode'''. The amount of points that you receive will be multiplied by the amount of hits in your chain:&lt;br /&gt;
&lt;br /&gt;
* 0-5000 Hits: x2&lt;br /&gt;
* 5000-7000 Hits: x3&lt;br /&gt;
* 7000-10000 Hits: x4&lt;br /&gt;
* 10000+ Hits: x5&lt;br /&gt;
&lt;br /&gt;
Because of this, gaining a large amount of hits, killing high value enemies while having HD active, then chaining the rest of the stage without activating Hyper Counter, is the way to score huge points in DFK 1.0.&lt;br /&gt;
&lt;br /&gt;
High value enemies include:&lt;br /&gt;
* '''Stage 1''' -- The big tanks at the start in the silo section&lt;br /&gt;
* '''Stage 2''' -- The big ships at the start&lt;br /&gt;
* '''Stage 3''' -- The big blue ships and big yellow ships&lt;br /&gt;
* '''Stage 4''' -- The big black ships and the laser towers&lt;br /&gt;
* '''Stage 5''' -- The laser cannon at the start, and the big black ships near the end&lt;br /&gt;
&lt;br /&gt;
===Trivia===&lt;br /&gt;
&lt;br /&gt;
* Auto-bomb does not exist in DFK 1.0, except when you are playing Power style and in Normal Mode (You will still die when you are in Boost).&lt;br /&gt;
* You charge up Hyper way slower in DFK 1.0 compared to ''Ver1.5''.&lt;br /&gt;
* Lots of enemies' values have been changed in ''Ver1.5''. For example, the laser cannons at the start of stage 5 -- in 1.0 they are worth 500000 points, but in 1.5, they are only worth 50000 points.&lt;br /&gt;
* It's possible to [[counter-stop]] DFK 1.0 by simply learning to full-chain Stage 1-5 on the Ura route.&lt;br /&gt;
* Bee items in DFK 1.0 will not refill your chain meter like in 1.5.&lt;br /&gt;
* Power Style in 1.0 is quite underpowered compared to in 1.5 because in Boost Mode, your bullet canceling ability is terrible (even worse than Bomb style), and cancelled bullets will not increase your Hyper Gauge, practically making the style unplayable in the second loop.&lt;br /&gt;
* Taisabachi/Golden Disaster doesn't have a lot of health in DFK 1.0 compared to 1.5.&lt;br /&gt;
* Due to a design oversight, there are [[safespot]]s in the [[True Last Boss|TLB]] Hibachi fight, which makes the fight much easier than intended. &lt;br /&gt;
* Hibachi's final pattern in 1.0 is different than it is in 1.5.&lt;br /&gt;
[[File:Hibachi 2nd safespot.PNG|thumb|Hibachi's safespot during the second pattern]] &lt;br /&gt;
[[File:DFK Safespot.PNG|thumb|Hibachi's safespot during the final pattern]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=3562</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=3562"/>
		<updated>2020-08-02T15:12:56Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
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&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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== DoDonPachi DaiFukkatsu Arrange B ==&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which can cancel pink bullets and turn them into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB Ships.png|right|thumb|145px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ship Customizations ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall movement speed is reduced&lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Heads-Up Display (HUD) ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases with rapid enemy destruction and by training your Laser on enemies, and progressively drops when enemies are not being destroyed. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Items ===&lt;br /&gt;
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[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''10pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Rank System ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
==== Global Rank ====&lt;br /&gt;
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The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
==== Individual Enemy Rank ====&lt;br /&gt;
----&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases when the enemy is destroyed by '''Auto-Shot''', and the amount of increase is dependent on Global Rank and Area Rank. Enemies that are destroyed in '''Blue Grid''' will always have their Speed Rank increase regardless of the weapon they are destroyed by.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread''' when shooting, and is increased when the player destroys enemies with the '''Laser'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. The amount of rank increase is dependent on Global Rank and Area Rank, and enemies that are destroyed in '''Orange Grid''' will always have their Density Rank increase regardless of the weapon they are destroyed by.&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, their rank increase will be determined by the Global and Area Ranks, or the Grid. Taking damage from an enemy's bullet will reduce that enemy's Rank, based on if you are using Auto-Shot (Speed) or Laser (Density). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density&amp;lt;/span&amp;gt; ranks will both increase on destruction if the player is on the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
==== Area Rank ====&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''. &lt;br /&gt;
&lt;br /&gt;
==== Boss Rank ====&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the ''DoDonPachi'' bosses (mid-bosses) each have their own Boss Ranks (&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Boss Speed Rank'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Boss Density Rank'''&amp;lt;/span&amp;gt;), which influences all of their bullet patterns each run. &lt;br /&gt;
&lt;br /&gt;
Boss Rank will increase by similar rules as the other ranks, with '''Auto-Shot''' increasing the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and '''Laser''' increasing the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;, every time a boss is destroyed, or a phase of a boss fight is defeated. The '''Global Ranks''' and '''Grid''' also influence the rank increase of bosses. Bosses do not have a Durability Rank.&lt;br /&gt;
&lt;br /&gt;
==== Bee Items &amp;amp; Grid System ====&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Raiden_series&amp;diff=3560</id>
		<title>Category:Raiden series</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Raiden_series&amp;diff=3560"/>
		<updated>2020-08-02T15:11:50Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Shooting games in the ''Raiden'' series ==&lt;br /&gt;
&amp;lt;small&amp;gt;NOTE: ''Raiden'' and ''Raiden Fighters'' are technically different franchises, but will both be included in this list. Viper Phase-1 is also included due to its status as a spin-off title.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Developed by ''[[Seibu Kaihatsu]]'' =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden]]'' || 1990 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden II|Raiden II / Raiden DX]]'' || 1993 / 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Viper Phase-1]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters]]'' || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters 2: Operation Hell Dive]]'' || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters Jet]]'' || 1998&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Developed by ''[[MOSS]]'' =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden III]]'' || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden IV|Raiden IV / Raiden IV: OverKill]]'' || 2007 / 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden V]]'' || 2016&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Seibu Kaihatsu]]&lt;br /&gt;
[[Category:MOSS]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Raiden_Fighters_Jet&amp;diff=3559</id>
		<title>Category:Raiden Fighters Jet</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Raiden_Fighters_Jet&amp;diff=3559"/>
		<updated>2020-08-02T15:11:09Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Created category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Raiden series]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raiden_Fighters_Jet&amp;diff=3558</id>
		<title>Raiden Fighters Jet</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raiden_Fighters_Jet&amp;diff=3558"/>
		<updated>2020-08-02T15:10:43Z</updated>

		<summary type="html">&lt;p&gt;Jotamide: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raiden Fighters Jet ==&lt;br /&gt;
&lt;br /&gt;
'''''Raiden Fighters Jet''''' is a [[shooting game|shoot-em-up]] developed by [[Seibu Kaihatsu]] and released in 1998. The third and final game in the [[Raiden Fighters]] series, RFJ is known for its '''fast bullet speeds''', '''energetic soundtrack''', and '''large number of hidden secrets and easter eggs''' found during gameplay which are integral to playing for score. It was rereleased in 2008 for the Xbox 360 as part of the [[Raiden Fighters Aces]] collection, and again on PC in 2013 as part of [[Raiden Legacy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
''Raiden Fighters Jet'', commonly abbreviated as ''RFJ'', is a two-button game with fourteen playable ships, plus two secret ships. The stages progress in a branching path depending on player performance, with a full run of the game adding up to seven stages. RFJ contains two different scoring systems - one in which [[medals]] follow the player and increase in value by merging with each other, and another that's activated mid-run via an easter egg. Bonus points are awarded under certain conditions, including destroying enemies quickly before they begin shooting, destroying multiple enemies simultaneously, destroying parts of enemies in a certain order, and [[grazing]] enemy bullets. Easter eggs and secrets are very important to score, primarily in the form of point and item-granting fairies which appear under certain conditions, and ''micluses'', Seibu Kaihatsu's mascot, which come out from under specific locations in the scenery when the player hovers over them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
[[File:RFJ hitboxes.jpg|250px|thumb|right|The hit-boxes (yellow) and graze-boxes (red) for the different ships in Raiden Fighters Jet]]&lt;br /&gt;
* '''A (Press):''' Fires standard shots from the ship and [[options]]&lt;br /&gt;
* '''A (Hold):''' Fires a charged shot from the ship&lt;br /&gt;
* '''B:''' Fires a limited-use [[bomb]]&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
&lt;br /&gt;
''RFJ'' contains fourteen standard ships and two secret ships. Each ship differs by speed, shot type, bomb type and base bomb count, and hitbox size, as well as whether they have access to laser and missile shot types. The two secret ships are a fairy and an option ship (referred to as &amp;quot;slave&amp;quot; in-game), selected by holding the B button when pressing start, then picking any of the other ships at the character select. Choosing the miclus ship will select the fairy, and choosing any other ship will select the option ship. The option ship inherets the speed and bomb type of the ship it was selected with, while having its own shot type and a significantly smaller hitbox.&lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
''RFJ'' uses lives to measure player health, and starts the player at two lives. There are no extra lives granted to the player at any point.&lt;br /&gt;
&lt;br /&gt;
The player starts off with two or three bombs depending on the ship selected, which are replenished after respawning from death, regardless of how many bombs they had before. Additional bombs are granted by killing specific enemies.&lt;br /&gt;
&lt;br /&gt;
Those playing for pure survival are advised to use a bomb if they feel death is unavoidable, in order to maximize how many bombs will be available to them throughout their playthrough.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
&lt;br /&gt;
''RFJ'' has four different types of items: '''power up items''' which increase the strength of the player's shot and switch it between laser type (L) and missile type (M) where applicable, '''bomb items''' which grant the player an additional bomb, '''option items''' which grant the player an additional option ship, and '''medals''' which grant the player score.&lt;br /&gt;
&lt;br /&gt;
''(pictures of the items)''&lt;br /&gt;
&lt;br /&gt;
==Scoring System==&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Raiden Fighters Jet/Scoring]]''&lt;br /&gt;
&lt;br /&gt;
===Medals===&lt;br /&gt;
&lt;br /&gt;
There are 3 phases of medal collection in Raiden Fighter Jet.&lt;br /&gt;
&lt;br /&gt;
# '''Build up a 2,048,000 point medal:''' When the player has at least one Slave ship following them or when grazing bullets, medals dropped by enemies will begin to follow them. These follower medals can be guided around the screen to merge with each other and increase in value, up to a maximum 2,048,000 point medal. Reaching the maximum value medal is accompanied by a distinct sound effect.&lt;br /&gt;
# '''Make 9 medals appear:''' After picking up the maximum 2,048,000 point medal, the player then has to make 9 medals appear on screen at once, e.g. by shooting a Miclus but not immediately picking up the medals. When done correctly, the medals will explode and all subsequent medals will appear as gold medals instead, fundamentally changing the scoring system.&lt;br /&gt;
# '''Gold Medal Mode:''' In Gold Medal Mode, all medals have a base value of 10,000 points. Collecting all the medals on screen will increase the medal value by another 10,000 points, up to a maximum value of 100,000 points per medal. If a medal is dropped offscreen, the medal value will reset back to 10,000 for the next medal to appear on screen, and the player must start from 10,000 again. Once the player has entered Gold Medal Mode, the game will not return to any of the earlier phases of medal collection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Miclus &amp;amp; Fairy===&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Raiden Fighters Jet/Scoring#Secrets]]''&lt;br /&gt;
&lt;br /&gt;
Hovering over certain locations in the scenery will cause a '''Miclus''', Seibu Kaihatsu's mascot, to appear. Continuously shooting a Miclus will release a total of 9 medals and destroying a Miclus awards an additional 100,000 points. &lt;br /&gt;
&lt;br /&gt;
'''Fairies''' can appear when shooting down the main turret of a large ground enemy and waiting for it to advance far down on the screen. Picking up a fairy grants 100,000 points. Fairies will drop a bomb item if left on the screen for some time. However, they can also be killed by the player, reducing their value to only 10 points.&lt;br /&gt;
&lt;br /&gt;
Both of them can also appear as rewards for fulfilling additional stage specific secret conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bonus Message Chaining===&lt;br /&gt;
&lt;br /&gt;
Certain actions will make various bonus text messages appear on screen. If these messages pop up in close succession, a multiplier x2, x3, x4 etc. is built up, which caps at x9. The multiplier is active as long as there is at least one text message displayed on screen. The bonus messages are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| QUICK SHOT || Destroy certain enemies before they shoot&lt;br /&gt;
|-&lt;br /&gt;
| DESTROYED AT A TIME || Destroy certain 2 enemies simultaneously&lt;br /&gt;
|-&lt;br /&gt;
| DX BONUS || Destroy all parts of the trains in LEVEL 05&lt;br /&gt;
|-&lt;br /&gt;
| DISCOVERED THE MICLUS || Make a Miclus appear&lt;br /&gt;
|-&lt;br /&gt;
| DISCOVERED THE FAIRY || Make a Fairy appear&lt;br /&gt;
|-&lt;br /&gt;
| KILLED THE FAIRY || Shoot down a fairy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The multiplier gained from chaining these text messages is applied to most of the score bonusses displayed on screen (except for medals). It is worth mentioning that the chainable text messages for the Fairy and the Miclus immediately appear with uncovering these characters themselves, which then increases the multiplier. However, the actual score which effectively can be multiplied is gained only after picking up the Fairy and blowing up the Miclus (after shooting it for 9 medals).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grazing Bullets===&lt;br /&gt;
&lt;br /&gt;
Getting close to enemy bullets without touching them is known as [[grazing]], and will grant additional points as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stage Completion Points===&lt;br /&gt;
&lt;br /&gt;
Bonus points are awarded at the end of each stage based on three criteria: '''ability''', '''medals earned''', and '''technical points'''. Ability is a cumulative bonus based on enemies killed, medals collected, and bonuses chained. Medals earned is the number of medals collected during the stage, excluding medals blown up to enter gold medal mode.&lt;br /&gt;
&lt;br /&gt;
Technical points are awarded according to the following criteria:&lt;br /&gt;
&lt;br /&gt;
# '''Not dying in the level:''' five points&lt;br /&gt;
# '''Enemy destruction:''' up to three points, based on the number of medium and large enemies destroyed&lt;br /&gt;
# '''Discovering at least one miclus:''' one point&lt;br /&gt;
# '''Discovering at least one fairy:''' one point. However, killing a fairy will deduct a technical point.&lt;br /&gt;
&lt;br /&gt;
The number of technical points for a level cannot exceed ten.&lt;br /&gt;
&lt;br /&gt;
== References == &lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Raiden Fighters Emporium | https://rf-emporium.ghegs.com/rfjet/index.html&lt;br /&gt;
# Primary info provided by [[User:SLRmercury|SLRmercury]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Raiden Fighters Jet]]&lt;/div&gt;</summary>
		<author><name>Jotamide</name></author>
		
	</entry>
</feed>