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	<updated>2026-04-17T21:25:13Z</updated>
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	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27589</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
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		<updated>2024-01-26T19:09:40Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Revenge bullets on regular enemy deaths above hard difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.&amp;lt;br&amp;gt;Restores 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier doesn't get updated between a multiplier chain of 140000 and 159999, if your chain jumps straight in this range without reaching 160000, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000 || 89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&amp;lt;br&amp;gt;Screen Clear on death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated when multiplier chain is between 140000 and 159999.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27588</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27588"/>
		<updated>2024-01-26T19:09:11Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Revenge bullets on regular enemy deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.&amp;lt;br&amp;gt;Restores 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier doesn't get updated between a multiplier chain of 140000 and 159999, if your chain jumps straight in this range without reaching 160000, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000 || 89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&amp;lt;br&amp;gt;Screen Clear on death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated when multiplier chain is between 140000 and 159999.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27587</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27587"/>
		<updated>2024-01-26T19:07:21Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Known Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.&amp;lt;br&amp;gt;Restores 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier doesn't get updated between a multiplier chain of 140000 and 159999, if your chain jumps straight in this range without reaching 160000, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000 || 89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&amp;lt;br&amp;gt;Screen Clear on death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated when multiplier chain is between 140000 and 159999.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27586</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27586"/>
		<updated>2024-01-26T19:04:59Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Multiplier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.&amp;lt;br&amp;gt;Restores 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier doesn't get updated between a multiplier chain of 140000 and 159999, if your chain jumps straight in this range without reaching 160000, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000 || 89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&amp;lt;br&amp;gt;Screen Clear on death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27585</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27585"/>
		<updated>2024-01-26T19:04:21Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Multiplier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.&amp;lt;br&amp;gt;Restores 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier doesn't get updated between a multiplier chain 140000 and 159999, if your chain jumps straight in this range without reaching 160000, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000 || 89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&amp;lt;br&amp;gt;Screen Clear on death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27584</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27584"/>
		<updated>2024-01-26T18:53:05Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Enemy Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.&amp;lt;br&amp;gt;Restores 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier isn't updated above a chain value of 140000, if your chain jumps straight above it, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000 || 89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000 || Screen Clear on death&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&amp;lt;br&amp;gt;Screen Clear on death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27583</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=27583"/>
		<updated>2024-01-26T18:46:12Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Multiplier value gain from regular enemies */ All lower multiplier value range are also substracted during decay calculation,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears when killing the stage 3 2nd midboss and the Extra Stage power-up carriers.&amp;lt;br&amp;gt;Restores 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier isn't updated above a chain value of 140000, if your chain jumps straight above it, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 39&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000 || 89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26747</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26747"/>
		<updated>2023-12-24T18:38:30Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Known Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears whenn killing stage 3 2nd midboss and Stage 6 power-up carriers.&amp;lt;br&amp;gt;Restore 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier isn't updated above a chain value of 140000, if your chain jumps straight above it, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 26&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000|| 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26746</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26746"/>
		<updated>2023-12-24T18:38:15Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is a shmup by Tenne-Sozai, which is the remake of the 3rd entry in the eXceed series. It was initially in 2009 for Windows then in 2012 for Steam with the other 2 eXceed entries as well.&lt;br /&gt;
&lt;br /&gt;
The game, along with the other 2 eXceed games are removed from STEAM and haven`t been available again since it`s removal.&lt;br /&gt;
 &lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are 5 stages, with requirements to access an Extra Stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as trace type options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orbs collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the Extra Stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run (Easy accepted).&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- NMNB the stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Have auto-bomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- Get a 1CC on all the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat Remedy on Normal or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears whenn killing stage 3 2nd midboss and Stage 6 power-up carriers.&amp;lt;br&amp;gt;Restore 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier isn't updated above a chain value of 140000, if your chain jumps straight above it, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 26&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000|| 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Extra Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Has a bomber-proof shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid created Power Orb upon impact.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- True ending doesn't play again if you already beaten Remedy in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26713</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26713"/>
		<updated>2023-12-22T21:12:27Z</updated>

		<summary type="html">&lt;p&gt;Krius: /* Boss Data */ add boss defense data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is the remake of the 3rd entry in the eXceed series. Developed by Tennen-Sozai in 2009 for Windows.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six stages, with requirements to access the last stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as following options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orb collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the extra stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run.&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- No miss no bomb on stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- No miss no bomb on stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Autobomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- 1cc the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat the TLB on normal difficulty or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears whenn killing stage 3 2nd midboss and Stage 6 power-up carriers.&amp;lt;br&amp;gt;Restore 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier isn't updated above a chain value of 140000, if your chain jumps straight above it, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 26&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000|| 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Boss Defense !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 5 || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;4 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || Appearance : 5&amp;lt;br&amp;gt;6 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || Appearance : 2&amp;lt;br&amp;gt;Magic Lily : 9&amp;lt;br&amp;gt;Spiral Maze Garden : 8 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || Appearance : 2&amp;lt;br&amp;gt;Twin Seraphim : 1&amp;lt;br&amp;gt;Starmist Lancer : 2&amp;lt;br&amp;gt;Celestial float : 1&amp;lt;br&amp;gt;Cluster Comet : 2&amp;lt;br&amp;gt;Despell Counter Exterion : 1|| 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || Appearance : 2&amp;lt;br&amp;gt;Chaos Blaster : 3&amp;lt;br&amp;gt;Discharge : 4&amp;lt;br&amp;gt;Napalm Wreath : 3&amp;lt;br&amp;gt;Dimmuborgir : 4&amp;lt;br&amp;gt;Death Thrash Bound : 1 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || Appearance : 2&amp;lt;br&amp;gt;Strumgewehr : 4&amp;lt;br&amp;gt;Luftwaffe : 5&amp;lt;br&amp;gt;Siegfried : 4&amp;lt;br&amp;gt;Stuka : 5&amp;lt;br&amp;gt;Ewigkeit : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || Appearance : 2&amp;lt;br&amp;gt;Whirlwind Wave : 5&amp;lt;br&amp;gt;Dawn Hammer : 5&amp;lt;br&amp;gt;Ancient Cogwheel : 3&amp;lt;br&amp;gt;Gloster Meteor : 5&amp;lt;br&amp;gt;Slaughter Algorithm : 5 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || Appearance : 2&amp;lt;br&amp;gt;Demise Mare : 5&amp;lt;br&amp;gt;Burning Desperate : 5&amp;lt;br&amp;gt;Sacred Ex Terminator : 6&amp;lt;br&amp;gt;Doom devour : 5&amp;lt;br&amp;gt;Pantheon Swarm : 9&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Dragoon Tempest : 5&amp;lt;br&amp;gt;Carnage Heaven : 8&amp;lt;br&amp;gt;Enhance Pain : 7&amp;lt;br&amp;gt;Magma Diving : 6&amp;lt;br&amp;gt;God Sacrilege 7|| 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Boss || 16500 || 55 || Appearance : 2&amp;lt;br&amp;gt;Cat of Ninetail : 4&amp;lt;br&amp;gt;Trickster : 5&amp;lt;br&amp;gt;Pink Grootendorst : 5&amp;lt;br&amp;gt;Hecatoncheir : 5&amp;lt;br&amp;gt;Undead Malice : 5&amp;lt;br&amp;gt;Quicksilver : 5&amp;lt;br&amp;gt;Rosa Giganta : 5&amp;lt;br&amp;gt;Dark Fantasy : 5||70% laser damage reduction / Bomb immunity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boss Defense data is updated when the name of the pattern is displayed. For midboss, boss defense is updated when you can damage them.&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- TLB Ending doesn't play again if you already cleared TLB in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26709</id>
		<title>EXceed 3rd JADE PENETRATE Black Package</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=EXceed_3rd_JADE_PENETRATE_Black_Package&amp;diff=26709"/>
		<updated>2023-12-22T19:06:52Z</updated>

		<summary type="html">&lt;p&gt;Krius: Initial info dump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = EXceed 3rd JADE PENETRATE Black Package&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EXceed3rd-JPBP-Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Tennen-Sozai&lt;br /&gt;
|program = Sueman&lt;br /&gt;
|producer = Kyoichi Teratsuki&lt;br /&gt;
|art = Zekuu Onsoku&amp;lt;br&amp;gt;Safi&amp;lt;br&amp;gt;Yukimizuki&lt;br /&gt;
|music = S.S.H&lt;br /&gt;
|releasedate = Doujin : December 30, 2009 at C77&amp;lt;br&amp;gt; Steam : 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
eXceed3rd - Jade Penetrate Black Package is the remake of the 3rd entry in the eXceed series. Developed by Tennen-Sozai in 2009 for Windows.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
8-direction movement and four-button game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six stages, with requirements to access the last stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You control your main character with up to 5 Mini-Tiamat acting as following options.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no collision damage, you only get bumped away on enemy contact.&amp;lt;br&amp;gt;&lt;br /&gt;
Item based extends, every 2000 power orb collected.&amp;lt;br&amp;gt;&lt;br /&gt;
You start the game with 3 life, life count 1 is your last life.&amp;lt;br&amp;gt;&lt;br /&gt;
3 bombs per life, reset to 3 upon death.&amp;lt;br&amp;gt;&lt;br /&gt;
3 continues limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Shoot:''' Fires the main shot.&lt;br /&gt;
* '''Bomb:''' Fires a bomb.&lt;br /&gt;
* '''Burn Air Raid:''' Fires 8 homing lasers if the gauge is full.&lt;br /&gt;
* '''Focus:''' Slows movement down and switch firing mode.&lt;br /&gt;
* '''Pause:''' Pause the game.&lt;br /&gt;
&lt;br /&gt;
Note : Pressing pause button on the practice menu starts practice at the boss fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
To access the extra stage you must meet the following requirement on a run : &amp;lt;br&amp;gt;&lt;br /&gt;
- Have already 1cc'd the game on a previous run.&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficulty level normal rank or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
- No miss no bomb on stage 2 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- No miss no bomb on stage 3 second midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- If prior requirements are met, stage 4 midboss will appear.&amp;lt;br&amp;gt;&lt;br /&gt;
No miss no bomb on stage 4 midboss.&amp;lt;br&amp;gt;&lt;br /&gt;
- Autobomb disabled.&amp;lt;br&amp;gt;&lt;br /&gt;
- 1cc the first 5 stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To access eXceed difficulty you have to beat the TLB on normal difficulty or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== Shot ====&lt;br /&gt;
&lt;br /&gt;
Your shot behaviour changes depending on whether you're focused or not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfocused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 6 bullet wide shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots are fired vertically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Focused mode : &amp;lt;br&amp;gt;&lt;br /&gt;
Main shot is a 2 bullet frontal shot.&amp;lt;br&amp;gt;&lt;br /&gt;
Sub shots aim at the enemy closest to main character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The closer you are to an enemy, the more damage you deal.&amp;lt;br&amp;gt;&lt;br /&gt;
Shots that have partially exited the top of the screen do not deal any damage so don't hug the top completely.&amp;lt;br&amp;gt;&lt;br /&gt;
On higher difficulties your main shot damage is lower.&amp;lt;br&amp;gt;&lt;br /&gt;
Focused tiamat shot damage are constant, unfocused tiamat shot decays like main shot.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Shot Count !! Fire Rate !! Damage Formula !! Damage Decay&lt;br /&gt;
|-&lt;br /&gt;
| Focused Main Shot || 2 || 20/s || 135 - (difficulty * 5) - (bossdef * 8) || 4 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Focused Sub Shot || Tiamat Count || 20/s || 15 - bossdef || no decay&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Main Shot || 6 || 12/s || 65 - (difficulty * 5) - (bossdef * 4) || 2 / frame&lt;br /&gt;
|-&lt;br /&gt;
| Unfocused Sub Shot || Tiamat Count || 12/s || 15 - bossdef || 2 / frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage formula is for a single bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum damage is 1 per bullet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;difficulty&amp;quot; is based on difficulty where easy = 1, normal = 2, hard = 3, exceed = 4.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;bossdef&amp;quot; only applies to bosses and is pattern dependent.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
You get 3 bombs per life, they clear the screen, turning bullets into mini power orbs, and allow you to move through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal bombs are fired ahead of the player but not beyond the top of the screen, deathbomb and autobomb are centered on the player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bomb Type !! Active Bomb !! Damage Window !! Screen Clear !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Normal Bomb || 150 Frame on button press || 88 - 181 frame || 200 frame || Also turn bullets into mini power orb for 24 frames. &lt;br /&gt;
|-&lt;br /&gt;
| Deathbomb || 80 frame on button press || 1 - 94 frame || 100 frame || 15 frame window to Deathbomb&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || 80 frame on activation  || 1 - 94 frame || 100 frame || activate 16 frame after being hit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Active bomb is the period during which you cannot trigger another bomb, and cannot gain multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
Bomb particles lingering after that period can kill enemies without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 6 boss is immune to bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Burn Air Raid ====&lt;br /&gt;
&lt;br /&gt;
You can fill up your Burn Air Raid gauge through shooting enemies, picking up power orbs, and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Grazing || 0.6% per bullet grazed&lt;br /&gt;
|-&lt;br /&gt;
| Power Orb || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
| Mini Power Orb || 0.04%&lt;br /&gt;
|-&lt;br /&gt;
| Main/Sub shot || 0.08% per bullet damaging an enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once filled you can activate it to fire 8 homing lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
Each laser deals damage 15 time according to the following formula : &amp;lt;br&amp;gt;&lt;br /&gt;
Damage = 80 - (bossdef * 8)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like shots, if the head of the laser is partially outside the top of the screen at the time of collision, it won't deal any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage 3 and 6 snakes, and every boss and midboss also have an additional damage reduction modifier against bombs and burn air raid.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Dragon.png]]&lt;br /&gt;
|| Dragon Orb || Adds a mini tiamat follower option, up to a maximum of 5,&amp;lt;br&amp;gt;100000 points when already at maximum.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Bomb.png]]&lt;br /&gt;
|| Bomb Item || Appears whenn killing stage 3 2nd midboss and Stage 6 power-up carriers.&amp;lt;br&amp;gt;Restore 1 bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Item-Power.png]]&lt;br /&gt;
|| Power Orb || Appears when killing enemy ships, and as a bonus for remaining time on boss.&amp;lt;br&amp;gt;Score value : 100 * multiplier.&amp;lt;br&amp;gt;Every 2000 Power Orb gives an extra life.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Item-Mini-Power.png]]&lt;br /&gt;
 || Mini Power Orb : || Appears when cancelling bullets through bombs, screen clearing enemy kills, or pattern transition.&amp;lt;br&amp;gt;Score value : 10 * multiplier, every 10 mini power orb count as 1 power orb toward an extend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== General Knowledge ===&lt;br /&gt;
- Kill enemies quickly to build up your multiplier quicker.&amp;lt;br&amp;gt;&lt;br /&gt;
- Your multiplier affects the value of power orb pickups and grazing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Power Orb gained from killing enemies aside from bosses are constant.&amp;lt;br&amp;gt;&lt;br /&gt;
- The faster you kill a boss, the more power orb appear. With a double bonus for no miss no bomb on a pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
NMNB : 2 power orb / seconds remaining.&amp;lt;br&amp;gt;&lt;br /&gt;
1 power orb / second otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no visual feedback for NMNB bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Pointblank for maximum damage and increased chance at duplicating multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
About Bombs : &amp;lt;br&amp;gt;&lt;br /&gt;
Bombs prevent your multiplier from increasing while they are active, unless you're against a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
Bombs deal damage longer than they're active, this allows quick killing enemies and growing multiplier from them with the end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
For normal bombs there are 31 bomb particles left with 1 disappearing every frame when the bomb stops being active.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grazing&amp;lt;br&amp;gt;&lt;br /&gt;
Graze value is 50 * Multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
You cannot graze while burn air raid is firing.&amp;lt;br&amp;gt;&lt;br /&gt;
You don't get any score from grazing if you're timing out a boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiplier ===&lt;br /&gt;
&lt;br /&gt;
The current multiplier is based off a hidden value ranging from 0 to 160000, we'll call it multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
You can increase it by a varying amount depending on how fast you kill enemies during a stage.&amp;lt;br&amp;gt;&lt;br /&gt;
You gain a flat bonus on each midboss/boss lifebar kill.&amp;lt;br&amp;gt;&lt;br /&gt;
You also gain a negligible amount using burn air raid, a total of 256 multiplier chain value if all lasers hit a target.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The multiplier chain decay every frame at the rate of the currently applied multiplier, and an additional 200 points per frame if you're timing out a boss pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
A death, or an autobomb, will lower your multiplier chain by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no way to slow down the multiplier chain decay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Chain !! Multiplier !! Decay&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 20000 || 1x || 1/frame&lt;br /&gt;
|-&lt;br /&gt;
| 20000 - 40000 || 2x || 2/frame&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 60000 || 4x || 4/frame&lt;br /&gt;
|-&lt;br /&gt;
| 60000 - 80000 || 8x || 8/frame&lt;br /&gt;
|-&lt;br /&gt;
| 80000 - 100000 || 16x || 16/frame&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 120000 || 32x || 32/frame&lt;br /&gt;
|-&lt;br /&gt;
| 120000 - 160000 || 64x || 64/frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note : Due to a bug, the multiplier isn't updated above a chain value of 140000, if your chain jumps straight above it, you'll have to wait for it to drop to benefit from 64x multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from regular enemies ====&lt;br /&gt;
&lt;br /&gt;
Every non-boss enemy is assigned a initial multiplier value equal to their HP.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the multiplier value assigned to an enemy the quicker it decays.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Multiplier Value Range !! Decay/Frame&lt;br /&gt;
|-&lt;br /&gt;
| 0-99 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 200-499 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 500-999 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1000-4999 || 26&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;5000|| 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you kill that enemy its multiplier value is added to your multiplier chain, unless a bomb is &amp;quot;Active&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speedkilling the bigger enemies is high priority as they decay much faster.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Enemy Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! HP !! Note&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-1.png]] || 12000 + (difficulty*500) || 60% damage reduction against bomb and lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-2.png]] || 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-3.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-4.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-5.png]] || 120&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-6.png]] || 200 + (difficulty*25)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-1.png]] || 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-2.png]] || 8000 || Dragon Orb Carrier&amp;lt;br&amp;gt;Bomb Carrier on extra stage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-3.png]] || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-4.png]] || 6000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-mid-5.png]] || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-1.png]] || 13000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-2.png]] || 16000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-3.png]] || 17000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enemy-large-4.png]] || 25000 || Un-targetable before deploying,&amp;lt;br&amp;gt;Flat 2000 multiplier value,&amp;lt;br&amp;gt;Unaffected by multiplier duplication,&amp;lt;br&amp;gt;30% damage reduction against bomb and lasers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ships appearing on different stages always have the same HP value but have different behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Multiplier value gain from bosses. ====&lt;br /&gt;
Bosses and midbosses with a life bar give out a flat multiplier value on every life bar.&amp;lt;br&amp;gt;&lt;br /&gt;
Your multiplier chain still decays so you want to speedkill midbosses.&amp;lt;br&amp;gt;&lt;br /&gt;
Find a balance between grazing and speedkilling to maintain your multiplier during bosses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Boss Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header !! Multiplier value !! Pattern timer !! Note&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Midboss || 3000 || || 60% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 1 || 3000 || || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Midboss 2 || 3000 || || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Midboss || 3000 || 60 || 70% laser / bomb damage reduction&amp;lt;br&amp;gt;Only boss where named pattern changes without depleting lifebar&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Boss || 9000 || 30 || 20% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Boss || 10500 || 35 || 30% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Boss || 12000 || 40 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Boss || 13500 || 45 || 40% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Boss || 15000 || 50 || 50% laser / bomb damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Boss || 16500 || 55 || 70% laser damage reduction / Bomb immunity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiplier Duplication ===&lt;br /&gt;
&lt;br /&gt;
A bug exists where the multiplier value of regular enemy kills gets duplicated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy ship, any remaining shot damaging that ship on that frame that hasn't processed yet will add to the multiplier chain.&amp;lt;br&amp;gt;&lt;br /&gt;
This accounts for main shot, sub shot, burn air raid laser, and bomb particles damaging the ship after death on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's assume you're point-blanking a ship about to die, with a focused shot, and properly stacked your options.&amp;lt;br&amp;gt;&lt;br /&gt;
That would be 2 main shot dealing 115 damage, and 5 sub shot dealing 15 damage on the same frame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 130hp left, you'll damage it with one main shot, then kill it with one main shot, and overkill with 5 sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 6x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming the ship has 280hp left, you'll damage it with 2 main shot, 3 sub shot, kill on the 4th sub shot and overkill with the 5th sub shot.&amp;lt;br&amp;gt;&lt;br /&gt;
You would get 2x the enemy multiplier value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice you want to maximize damage sources for high hp target with burn air raid, and the tail end of a bomb.&amp;lt;br&amp;gt;&lt;br /&gt;
However there is always the risk of damage sources not being synchronized on the same frame and ending with less duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
In an actual run the various sources of damage will mostly be processed in a random order.&amp;lt;br&amp;gt;&lt;br /&gt;
Realistically you have very little control other than pointblanking to increase the odds of better duplication.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To some extent it will happen naturally as you get more mini-tiamat,&amp;lt;br&amp;gt;&lt;br /&gt;
But you may want to deal the killing blow with unfocused shots in earlier levels to maximize duplication potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
1.02 Trial Version : &amp;lt;br&amp;gt;&lt;br /&gt;
Burn air raid was slower and worse aiming.&amp;lt;br&amp;gt;&lt;br /&gt;
Pointblanking didn't increase damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Focus by holding shot button, no focus button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patch from 1.03 to 1.04 : &amp;lt;br&amp;gt;&lt;br /&gt;
Broke part of Starmist Lancer pattern when attempting to fix replay desync.&amp;lt;br&amp;gt;&lt;br /&gt;
1.04 and 1.05 doujin patch are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steam 1.05 release : &amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted player character hitbox position.&amp;lt;br&amp;gt;&lt;br /&gt;
Adjusted playfield, player can move 4 pixel more to the left, top and right, and 9 pixel more to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
This effectively allow for example glitching death thrash bound on the wall. And trivialize patterns like belvedere that barely touch the bottom of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
- Starmist Lancer starts at an angle if you reached of practiced beyond stage 3 boss. Causing replay desync on Starmist Lancer.&amp;lt;br&amp;gt;&lt;br /&gt;
- The &amp;quot;Spellcard bonus&amp;quot; flag not being reset properly on game over / Exit to menu. Causing replay desync starting on Starmist Lancer due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 6 Intro sequence doesn't pause properly, embers spawn randomly on screen without disappearing, crash after about 3 minutes if not un-paused. Causes replay desync due to RNG becoming inaccurate.&amp;lt;br&amp;gt;&lt;br /&gt;
- First time 1CC runs satisfying all condition for reaching stage 4 midboss, stage 4 midboss will appear in replay even though she didn't appear in the run.&amp;lt;br&amp;gt;&lt;br /&gt;
- TLB Ending doesn't play again if you already cleared TLB in same session.&amp;lt;br&amp;gt;&lt;br /&gt;
- Stage 4 midboss can appear even with autobomb on, but you won't have access to stage 6.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier duplication glitch.&amp;lt;br&amp;gt;&lt;br /&gt;
- Multiplier doesn't get updated above 140000 chain value.&amp;lt;br&amp;gt;&lt;br /&gt;
- Letting too many enemy on screen at once can corrupt starting state of bosses. Generally only an issue if not shooting at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption ranges from skipping boss intro to breaking first pattern, all the way to softlocking the boss fight.&lt;br /&gt;
- Burn air raid gauge visual bug, only depletes 1/3 on activation before emptying.&amp;lt;br&amp;gt;&lt;br /&gt;
- Burn air raid sound cue doesn't play again if gauge was emptied any other way than firing burn air raid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:EXceed3rd-JPBP-Logo.png&amp;diff=26708</id>
		<title>File:EXceed3rd-JPBP-Logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:EXceed3rd-JPBP-Logo.png&amp;diff=26708"/>
		<updated>2023-12-22T17:52:32Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP logo&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-large-4.png&amp;diff=26707</id>
		<title>File:Enemy-large-4.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-large-4.png&amp;diff=26707"/>
		<updated>2023-12-22T17:08:22Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP large enemy 4&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-large-3.png&amp;diff=26706</id>
		<title>File:Enemy-large-3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-large-3.png&amp;diff=26706"/>
		<updated>2023-12-22T17:07:40Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP large enemy 3&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-large-2.png&amp;diff=26705</id>
		<title>File:Enemy-large-2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-large-2.png&amp;diff=26705"/>
		<updated>2023-12-22T17:07:17Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP large enemy 2&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-large-1.png&amp;diff=26704</id>
		<title>File:Enemy-large-1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-large-1.png&amp;diff=26704"/>
		<updated>2023-12-22T17:06:56Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP large enemy 1&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-mid-5.png&amp;diff=26703</id>
		<title>File:Enemy-mid-5.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-mid-5.png&amp;diff=26703"/>
		<updated>2023-12-22T17:06:34Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP mid enemy 5&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-mid-4.png&amp;diff=26702</id>
		<title>File:Enemy-mid-4.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-mid-4.png&amp;diff=26702"/>
		<updated>2023-12-22T17:06:14Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP mid enemy 4&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-mid-3.png&amp;diff=26701</id>
		<title>File:Enemy-mid-3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-mid-3.png&amp;diff=26701"/>
		<updated>2023-12-22T17:05:58Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP mid enemy 3&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-mid-2.png&amp;diff=26700</id>
		<title>File:Enemy-mid-2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-mid-2.png&amp;diff=26700"/>
		<updated>2023-12-22T17:05:42Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP mid enemy 2&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-mid-1.png&amp;diff=26699</id>
		<title>File:Enemy-mid-1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-mid-1.png&amp;diff=26699"/>
		<updated>2023-12-22T17:05:25Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP mid enemy 1&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-6.png&amp;diff=26698</id>
		<title>File:Enemy-6.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-6.png&amp;diff=26698"/>
		<updated>2023-12-22T17:05:00Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP small enemy 6&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-5.png&amp;diff=26697</id>
		<title>File:Enemy-5.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-5.png&amp;diff=26697"/>
		<updated>2023-12-22T17:04:36Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP small enemy 5&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-4.png&amp;diff=26696</id>
		<title>File:Enemy-4.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-4.png&amp;diff=26696"/>
		<updated>2023-12-22T17:04:21Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP small enemy 4&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-3.png&amp;diff=26695</id>
		<title>File:Enemy-3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-3.png&amp;diff=26695"/>
		<updated>2023-12-22T17:04:00Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP small enemy 3&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-2.png&amp;diff=26694</id>
		<title>File:Enemy-2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-2.png&amp;diff=26694"/>
		<updated>2023-12-22T17:03:43Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP small enemy 2&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Enemy-1.png&amp;diff=26693</id>
		<title>File:Enemy-1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Enemy-1.png&amp;diff=26693"/>
		<updated>2023-12-22T17:03:12Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP Snake enemy&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Item-Mini-Power.png&amp;diff=26692</id>
		<title>File:Item-Mini-Power.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Item-Mini-Power.png&amp;diff=26692"/>
		<updated>2023-12-22T17:01:26Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP Mini Power Orb&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Item-Power.png&amp;diff=26691</id>
		<title>File:Item-Power.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Item-Power.png&amp;diff=26691"/>
		<updated>2023-12-22T17:00:46Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP Power Orb&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Item-Bomb.png&amp;diff=26690</id>
		<title>File:Item-Bomb.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Item-Bomb.png&amp;diff=26690"/>
		<updated>2023-12-22T16:59:56Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd JPBP Bomb Orb&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Item-Dragon.png&amp;diff=26689</id>
		<title>File:Item-Dragon.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Item-Dragon.png&amp;diff=26689"/>
		<updated>2023-12-22T16:58:01Z</updated>

		<summary type="html">&lt;p&gt;Krius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;eXceed3rd Dragon orb sprite&lt;/div&gt;</summary>
		<author><name>Krius</name></author>
		
	</entry>
</feed>