<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lethe</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lethe"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/Lethe"/>
	<updated>2026-04-19T08:24:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron/Video_Index&amp;diff=17096</id>
		<title>Dangun Feveron/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron/Video_Index&amp;diff=17096"/>
		<updated>2022-10-08T12:42:13Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Mistitled video, oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Normal Game ==&lt;br /&gt;
&lt;br /&gt;
=== A-Bomb ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| yc532724&lt;br /&gt;
| 13,145,532&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/QoVuLx-viTQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Emuser&lt;br /&gt;
| 8,108,489&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/ZJGSYE3yD4k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| 4,050,258&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/gAqoqbSgNtU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Bomb ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| PAL&lt;br /&gt;
| 15,302,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/lbfGxlhEe88 Youtube]&lt;br /&gt;
| Japanese text commentary&lt;br /&gt;
|-&lt;br /&gt;
| Qlex&lt;br /&gt;
| 13,420,782&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/udc71VQi12U Youtube]&lt;br /&gt;
| English commentary&lt;br /&gt;
|-&lt;br /&gt;
| YES&lt;br /&gt;
| 12,315,725&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/-B0K11Ae-MA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Qlex&lt;br /&gt;
| 12,313,897&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/lhgtidi0DFE Youtube]&lt;br /&gt;
| French commentary&lt;br /&gt;
|-&lt;br /&gt;
| Qlex&lt;br /&gt;
| 8,998,222&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/HfhpkBgtOpM Youtube]&lt;br /&gt;
| English commentary&lt;br /&gt;
|-&lt;br /&gt;
| Clover-YMN&lt;br /&gt;
| 7,291,095&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/3eh-TwnNUL8 Youtube]&lt;br /&gt;
| Fights TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Roll ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 14,015,992&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/WCQ_Ra06Lik Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 13,474,822&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/Kb1ijMJfPP8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 12,193,544&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/nYE28WMV8oA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SELDIA&lt;br /&gt;
| 11,286,998&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/Ct6HyVKaRGI Youtube]&lt;br /&gt;
| Japanese tutorial&lt;br /&gt;
|-&lt;br /&gt;
| GOTYO&lt;br /&gt;
| 7,978,306&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/XZTANoCcWMw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEG&lt;br /&gt;
| 6,420,896&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/6ZI5aN7OB0s Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 忠太郎&lt;br /&gt;
| 5,585,138&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/kQgjHYRGbOA Youtube]&lt;br /&gt;
| Misses on TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| 4,061,258&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/cirGBecwM3c Youtube]&lt;br /&gt;
| Misses on TLB&lt;br /&gt;
|-&lt;br /&gt;
| square_air&lt;br /&gt;
| 2,917,641&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/QPIg6e-mUiM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 1,302,858&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/n7HDuV6WskI Youtube]&lt;br /&gt;
| No stage 5 stalling, final boss timeout&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 709,577&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/p4NkR95voEw Youtube]&lt;br /&gt;
| Final boss timeout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Roll ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 11,978,808&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/jJ-D6kaQlFo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CRI&lt;br /&gt;
| 7,637,525&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/ShBsVbTiW3I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| M.Knight&lt;br /&gt;
| 6,799,534&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/zZ-be4NAHS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uotaro ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Clover-YMN&lt;br /&gt;
| 14,628,521&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/ifgLgB9ntmo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.K.上越&lt;br /&gt;
| 14,587,173&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/5yvEHC-lXGM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fulla Lizards&lt;br /&gt;
| 9,587,172&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/4MXZRr7Xs7Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rokukichi&lt;br /&gt;
| 4,111,565&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/6AzSAkwGEco Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Time Attack ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KDK-Takeyuki&lt;br /&gt;
| 2,519,461&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/Kq5cSbn02ZU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IZ&lt;br /&gt;
| 2,223,130&lt;br /&gt;
| C-Bomb&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/1ShvI8yh3sw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 2,210,459&lt;br /&gt;
| C-Bomb&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/UWtsOwZumwM Youtube]&lt;br /&gt;
| Starts at 31:37&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 2,190,745&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/AWYMxBxir-0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| M.Knight&lt;br /&gt;
| 1,765,239&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/DcymCAGE57Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fever Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 53,316,344&lt;br /&gt;
| B-Bomb&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/wgeLLr3mdC4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 42,072,789&lt;br /&gt;
| B-Roll&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/RgURKJXeOLk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| clippa&lt;br /&gt;
| 31,232,523&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/o9dWBr9XvFM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aktane&lt;br /&gt;
| 9,249,825&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/s86bITjoAKA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| zoydo&lt;br /&gt;
| 8,084,721&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/LgrFCv2kgu4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| [https://youtu.be/bLdpYcwiaM8 Youtube]&lt;br /&gt;
| Stage 3 boss glitch&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| [https://youtu.be/a9RvM3uzzXM Youtube]&lt;br /&gt;
| Explanation of stage 3 wave despawn (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Dangun Feveron]]&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Talk:Dangun_Feveron&amp;diff=17095</id>
		<title>Talk:Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Talk:Dangun_Feveron&amp;diff=17095"/>
		<updated>2022-10-07T22:53:23Z</updated>

		<summary type="html">&lt;p&gt;Lethe: /* Rank investigations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rank investigations==&lt;br /&gt;
BR4 vs. stage 5 first zako wave. Basic rank is always 63.&lt;br /&gt;
* Line up with 4th item carrier at bottom&lt;br /&gt;
* Top right second row enemy's first shot&lt;br /&gt;
Grouped by savestate. There is a little variation in the timings but the differences are obvious.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Misses&lt;br /&gt;
! Bombs used&lt;br /&gt;
! 1up?&lt;br /&gt;
! Total score&lt;br /&gt;
! T.Chain&lt;br /&gt;
! TDM&lt;br /&gt;
! DM lost&lt;br /&gt;
! Appx. frames to hit&lt;br /&gt;
! DM cheated?&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || Yes || 6543493 || ? || ? || 0 || 70 || No || Full game, miss on stage 2 and 4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 6 || Yes || 6624621 || 3770 || 3495 || 0 || 64 || No || Full game&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 6328 || ~2000 || ~2000 || 18 || 77 || 1999 || Full game&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 36 || ~2000 || ~2000 || 0 || 77 || 1999 || Stage 4 start&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || Yes || 72 || ~2000 || ~2000 || 1 || 77 || 1999 || Stage 4 start, misses at start&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || No || 1908366 || 5998 || 5843 || 0 || 77 || 4999 || Stage 4 start&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 4216195 || 2631 || 2381 || 0 || 74 || No || Full game, skipped stage 3&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 21019979 || 2612 || 2362 || 0 || 74 || No || Cheated 5m/stage + 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 7525973 || 2621 || 2371 || 0 || 74 || No || Cheated 1.625m/stage + 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 3 || Yes || 4608375 || 2639 || 2482 || 0 || 77 || No || Full game, skipped stage 4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 || Yes || 6480847 || 3590 || 3315 || 0 || 70 || No || Full game&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || Yes || 6488839 || 3598 || 3323 || 0 || 75 || No || Misses on stage 4 boss&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 8 || Yes || 6476851 || 3586 || 3311 || 0 || 70 || No || Bombs on stage 4 boss&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || No || 32274 || 1791 || 1486 || 1347 || 76 || No || Full game, cyborg rank disabled&lt;br /&gt;
|}&lt;br /&gt;
Things that definitely are relevant:&lt;br /&gt;
* Misses when it's above minimum level&lt;br /&gt;
Things that seem to be irrelevant:&lt;br /&gt;
* Chain break&lt;br /&gt;
* 1up timing&lt;br /&gt;
* Direct set score or chain/DM counts&lt;br /&gt;
* Number of waves cleared&lt;br /&gt;
Things that theoretically might be relevant:&lt;br /&gt;
* Specific chain/DM threshold&lt;br /&gt;
* Specific score breakpoint checked at some point&lt;br /&gt;
* Bomb usage&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Talk:Dangun_Feveron&amp;diff=17094</id>
		<title>Talk:Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Talk:Dangun_Feveron&amp;diff=17094"/>
		<updated>2022-10-07T22:29:31Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Created page with &amp;quot;==Rank investigations== BR4 vs. stage 5 first zako wave. Basic rank is always 63. * Line up with 4th item carrier at bottom * Top right second row enemy's first shot Grouped b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rank investigations==&lt;br /&gt;
BR4 vs. stage 5 first zako wave. Basic rank is always 63.&lt;br /&gt;
* Line up with 4th item carrier at bottom&lt;br /&gt;
* Top right second row enemy's first shot&lt;br /&gt;
Grouped by savestate. There is a little variation in the timings but the differences are obvious.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Misses&lt;br /&gt;
! Bombs used&lt;br /&gt;
! 1up?&lt;br /&gt;
! Total score&lt;br /&gt;
! T.Chain&lt;br /&gt;
! TDM&lt;br /&gt;
! DM lost&lt;br /&gt;
! Appx. frames to hit&lt;br /&gt;
! DM cheated?&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || Yes || 6543493 || ? || ? || 0 || 70 || No || Full game, miss on stage 2 and 4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 6 || Yes || 6624621 || 3770 || 3495 || 0 || 64 || No || Full game&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 6328 || ~2000 || ~2000 || 18 || 77 || 1999 || Full game&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 36 || ~2000 || ~2000 || 0 || 77 || 1999 || Stage 4 start&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || Yes || 72 || ~2000 || ~2000 || 1 || 77 || 1999 || Stage 4 start, misses at start&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || No || 1908366 || 5998 || 5843 || 0 || 77 || 4999 || Stage 4 start&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 4216195 || 2631 || 2381 || 0 || 74 || No || Full game, skipped stage 3&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 21019979 || 2612 || 2362 || 0 || 74 || No || Cheated 5m/stage + 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || Yes || 7525973 || 2621 || 2371 || 0 || 74 || No || Cheated 1.625m/stage + 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 3 || Yes || 4608375 || 2639 || 2482 || 0 || 77 || No || Full game, skipped stage 4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 || Yes || 6480847 || 3590 || 3315 || 0 || 70 || No || Full game&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || Yes || 6488839 || 3598 || 3323 || 0 || 75 || No || Misses on stage 4 boss&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 8 || Yes || 6476851 || 3586 || 3311 || 0 || 70 || No || Bombs on stage 4 boss&lt;br /&gt;
|}&lt;br /&gt;
Things that definitely are relevant:&lt;br /&gt;
* Misses when it's above minimum level&lt;br /&gt;
Things that seem to be irrelevant:&lt;br /&gt;
* Chain break&lt;br /&gt;
* 1up timing&lt;br /&gt;
* Direct set score or chain/DM counts&lt;br /&gt;
Things that theoretically might be relevant:&lt;br /&gt;
* Specific chain/DM threshold&lt;br /&gt;
* Specific score breakpoint checked at some point&lt;br /&gt;
* Number of waves cleared&lt;br /&gt;
* Bomb usage&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga/Advanced_Rank&amp;diff=16943</id>
		<title>Battle Garegga/Advanced Rank</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga/Advanced_Rank&amp;diff=16943"/>
		<updated>2022-09-30T18:24:56Z</updated>

		<summary type="html">&lt;p&gt;Lethe: /* Base Value */ Someone with hardware should probably confirm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Rank in Battle Garegga is a bounded integer. Its maximum value is 15,728,640, and its minimum value is 2,097,152 for &amp;quot;normal&amp;quot; DIP switch settings and &amp;quot;Arcade&amp;quot; mode in the Battle Garegga Rev.2016 port.&lt;br /&gt;
&lt;br /&gt;
In the arcade release, rank is hidden from the player. However, the Battle Garegga Rev.2016 port allows the player to track rank as a percentage in real time in the &amp;quot;rank graph&amp;quot; M2 gadget. The rank% displayed in the rank graph is a simple linear conversion from the rank variable stored by the game:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''rank% = 100 * [(max-rank)/(max-min)]''&lt;br /&gt;
&lt;br /&gt;
''max'' = 15,728,640 (0xF00000 in hexadecimal)&lt;br /&gt;
&lt;br /&gt;
''min'' = 2,097,152 (0x200000 in hexadecimal)&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that ''rank%'' is 0.0% when ''rank=max'' and 100.0% when ''rank=min''. Thus, high rank means low difficulty and vice versa.&lt;br /&gt;
&lt;br /&gt;
For a rank change from any given source, the conversion goes:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;''Δrank% = 100 * [Δrank / (max - min)]''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rank is updated every frame according to a value called the frame rank as well as other specific events. These events are firing the ship's main shot, firing an option, picking up an item, deploying the ship's special weapon, sealing an enemy bullet, and dying.&lt;br /&gt;
&lt;br /&gt;
''Note: The rank graph only displays rank% with one significant figure, which is larger than many rank changes throughout the game. Thus, tables of rank% will display more significant figures than encountered in game for the sake of accuracy.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Frame Rank ==&lt;br /&gt;
&lt;br /&gt;
The frame rank is a value applied to the rank on every frame during a playthrough. Like rank, it is hidden from the player in the original arcade release, but displayed in the upper left-hand corner of the rank graph on the Battle Garegga Rev.2016 port. The frame rank is a singular value the game tracks and updates as needed. However, it can be useful to think of the frame rank as dependent upon two components:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; ''Frame Rank = Base Value + Extras'' &amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
&lt;br /&gt;
The base value depends on the highest autofire rate activated during the credit. Its default value is equal to 22 for the &amp;quot;normal&amp;quot; DIP switch setting on the Japanese arcade release and the &amp;quot;Arcade&amp;quot; mode of the Battle Garegga Rev.2016 port. Note that returning to a lower fire rate will ''not'' lower the frame rank to a previous value, so it is worth carefully considering when to increase the autofire rate.&lt;br /&gt;
&lt;br /&gt;
''Note: Because the frame rank is a small number, the total rank% change per second is included as well in the following table.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 22 || 0x16 || 0.00016 || 0.00968&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 22 || 0x16 || 0.00016 || 0.00968&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 33 || 0x21 || 0.00024 || 0.01453&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 44 || 0x2C || 0.00032 || 0.01937&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 66 || 0x42 || 0.00048 || 0.02905&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 88 || 0x58 || 0.00065 || 0.03873&lt;br /&gt;
|-&lt;br /&gt;
| 60 Hz* || 110 || 0x6E || 0.00081 || 0.04841&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''*Note: 60 Hz autofire is only accessible through a glitch and will activate if you tap the shot button on the frame you respawn. In practice, this means you have a 50% chance of activating it if you hold down a 30 Hz external autofire button after dying. Miyamoto can trigger this glitch without needing to die by holding 30 Hz autofire after bombing.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Extras ===&lt;br /&gt;
&lt;br /&gt;
The extra additions are small values added to the current frame rank upon obtaining certain power ups. Levelling up the main shot with a small shot power up (including the special shot level up) increases the current frame rank by 1. Activating a secret option formation (except for wide formation, which does not affect frame rank) increases the current frame rank by 2. These values are added every time one of the conditions is fulfilled, even if you have already activated the power up or formation during the current playthrough. Losing the power up or option formation will not decrease the current frame rank by the value that was added.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Activation !! Frame Rank Increase !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| Shot Lv Up w/ small shot power up || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Special Shot Lv Up || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Activate shadow option formation || +1 || 0.000007 || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Activate homing/search option formations || +2 || 0.000015 || 0.00088&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Changing Autofire ===&lt;br /&gt;
&lt;br /&gt;
When changing the autofire rate, the new frame rank will be:&lt;br /&gt;
&lt;br /&gt;
* the current frame rank, or &lt;br /&gt;
* the new base value, &lt;br /&gt;
&lt;br /&gt;
whichever is greater. This means that it is advantageous to change the autofire rate ''after'' powering up with small shot power ups or special option formations, since the extra additions will be &amp;quot;absorbed&amp;quot; into the new base value if changing to 12 Hz or higher autofire.&lt;br /&gt;
&lt;br /&gt;
== Main Shot ==&lt;br /&gt;
&lt;br /&gt;
The value of the rank increment applied whenever firing the main shot depends on the number of bullet &amp;quot;clusters&amp;quot; in the shot level of the ship being used and whether the cluster is of non-penetrating or penetrating bullets. The increment at any individual shot level is unique for each ship. In addition, if the sprite limit for player shots on screen has been reached due to a high autofire rate, the rank increment for shots not fired will still be applied.&lt;br /&gt;
&lt;br /&gt;
''Note: Because the rank increment per shot is a small number for each ship and shot level, the rank% increase per second for each autofire rate is included in the tables below.''&lt;br /&gt;
&lt;br /&gt;
=== Silver Sword ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grasshopper ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| Special || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flying Baron ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
| Special || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Snail ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 140 || 0x8C || 0.00103 || 0.00883 || 0.01027 || 0.01232 || 0.01541 || 0.02054 || 0.03081&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
| Special || 220 || 0xDC || 0.00161 || 0.01388 || 0.01614 || 0.01937 || 0.02421 || 0.03228 || 0.04842&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gain ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chitta ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| Special || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miyamoto ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
| Special || 100 || 0x64 || 0.00073 || 0.00631 || 0.00734 || 0.00880 || 0.01100 || 0.01467 || 0.02201&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bornnam ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shot Level !! Rank (decimal) !! Rank (hexadecimal) !! Rank% !! Rank% per second (8.6 Hz) !! Rank% per second (10 Hz) !! Rank% per second (12 Hz) !! Rank% per second (15 Hz) !! Rank% per second (20 Hz) !! Rank% per second (30 Hz)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60 || 0x3C || 0.00044 || 0.00379 || 0.00440 || 0.00528 || 0.00660 || 0.00880 || 0.01320&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 80 || 0x50 || 0.00059 || 0.00505 || 0.00587 || 0.00704 || 0.00880 || 0.01174 || 0.01761&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 0x78 || 0.00088 || 0.00757 || 0.00880 || 0.01056 || 0.01320 || 0.01761 || 0.02641&lt;br /&gt;
|-&lt;br /&gt;
| Special || 120 || 0x78 || 0.00088 || 0.00757 || 0.00880 || 0.01056 || 0.01320 || 0.01761 || 0.02641&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Option Shot ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied for every individual option bullet fired. The value of this increment is the same for all ships except for Gain and Miyamoto, whose option bullets have larger rank increments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Rank per bullet (decimal) !! Rank per bullet (hexadecimal) !! Rank% per bullet&lt;br /&gt;
|-&lt;br /&gt;
| Garegga ships, Chitta, Bornnam || 20 || 0x14 || 0.00015&lt;br /&gt;
|-&lt;br /&gt;
| Miyamoto || 60 || 0x3C || 0.00044&lt;br /&gt;
|-&lt;br /&gt;
| Gain || 240 || 0xF0 || 0.00176&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
The value added to the rank when collecting an item depends on the item, with two exceptions. The first exception is when collecting a shot power up, option, or weapon fragment at max capacity, which will increase the value added to rank. The second exception is when collecting a small shot power up or small weapon fragment that levels up the main shot or fills a weapon stock, which will also increase the rank added.&lt;br /&gt;
&lt;br /&gt;
The total rank increase from collecting 40 small weapon fragments is also included in the table below for an easy comparison to collecting a single large weapon fragment.&lt;br /&gt;
&lt;br /&gt;
=== Small Shot Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
| Max Shot Level || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
| Shot Level Up || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Shot Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 8192 || 0x2000 || 0.06010&lt;br /&gt;
|-&lt;br /&gt;
| Max Shot Level || 16384 || 0x4000 || 0.12019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Small Weapon Fragments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
| Max Bomb Stocks || 10240 || 0x2800 || 0.07512&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Level Up || 67584 || 0x10800 || 0.49579&lt;br /&gt;
|-&lt;br /&gt;
| 40 Fragments || 147456 || 0x24000 || 1.08173&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Weapon Fragments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 65536 || 0x10000 || 0.48077&lt;br /&gt;
|-&lt;br /&gt;
| Max Bomb Stocks || 73728 || 0x12000 || 0.54087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Option Power Ups ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pickup Type !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 65536 || 0x10000 || 0.48077&lt;br /&gt;
|-&lt;br /&gt;
| Max Options || 73728 || 0x12000 || 0.54087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medals ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 8192 || 0x2000 || 0.06010&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 18432 || 0x4800 || 0.13522&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 28672 || 0x7000 || 0.21034&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 38912 || 0x9800 || 0.28546&lt;br /&gt;
|-&lt;br /&gt;
| 500+ || 118 || 0x76 || 0.00087&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Weapons ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied to the rank whenever activating the ship's special weapon. This value is applied regardless of whether a full bomb stock was used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 16384 || 0x4000 || 0.12019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sealing Bullets ==&lt;br /&gt;
&lt;br /&gt;
A rank increment is applied for each individual bullet sealed. For the total rank increase, multiply this value by the number of bullets sealed for enemies that fire many bullets at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 2048 || 0x800 || 0.01502&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
The rank increment upon death depends on the number of extra lives the player has on hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Extra Lives !! Rank (decimal) !! Rank (hexadecimal) !! Rank%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 261120 || 0x3FC00 || -1.91556&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 391680 || 0x5FA00 || -2.87335&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 522240 || 0x7F800 || -3.83113&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 655360 || 0xA0000 || -4.80769&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 785920 || 0xBFE00 || -5.76547&lt;br /&gt;
|-&lt;br /&gt;
| 0 (Game Over) || 785920 || 0xBFE00 || -5.76547&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DIP Switches ==&lt;br /&gt;
&lt;br /&gt;
Changing the DIP switch in the arcade version or in &amp;quot;Custom&amp;quot; mode of the Battle Garegga Rev.2016 port changes two things, the minimum rank and the base values that determine frame rank.&lt;br /&gt;
&lt;br /&gt;
Because of the different minimum rank, the maximum in-game difficulty will change between settings even though the starting difficulty will remain the same. Even though the minimum rank changes, the rank% will still be calculated using the minimum rank of the &amp;quot;normal&amp;quot; DIP switch setting. As a result, the maximum possible rank% will change to a number greater or lower than 100.0% depending on the DIP switch setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! DIP Switch Setting !! Minimum Rank (decimal) !! Minimum Rank (hexadecimal) !! Maximum Rank%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 4,194,304 || 0x400000 || 84.6&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2,097,152 || 0x200000 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 1,048,576 || 0x100000 || 107.6&lt;br /&gt;
|-&lt;br /&gt;
| Hardest || 524,288 || 0x80000 || 111.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because of the different base values, the frame ranks encountered at different autofire rates will change accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Easy'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 16 || 0x10 || 0.00012 || 0.00704&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 16 || 0x10 || 0.00012 || 0.00704&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 24 || 0x18 || 0.00018 || 0.01056&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 32 || 0x20 || 0.00023 || 0.01409&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 48 || 0x30 || 0.00035 || 0.02113&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 64 || 0x40 || 0.00047 || 0.02817&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hard'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 28 || 0x1C || 0.00021 || 0.01232&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 28 || 0x1C || 0.00021 || 0.01232&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 42 || 0x2A || 0.00031 || 0.01849&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 56 || 0x28 || 0.00041 || 0.02465&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 84 || 0x54 || 0.00062 || 0.03697&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 112 || 0x70 || 0.00082 || 0.04930&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hardest'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Autofire Rate !! Base Value (decimal) !! Base Value (hexadecimal) !! Rank% !! Rank% per second&lt;br /&gt;
|-&lt;br /&gt;
| 8.6 Hz || 36 || 0x24 || 0.00026 || 0.01585&lt;br /&gt;
|-&lt;br /&gt;
| 10 Hz || 36 || 0x24 || 0.00026 || 0.01585&lt;br /&gt;
|-&lt;br /&gt;
| 12 Hz || 54 || 0x36 || 0.00040 || 0.02377&lt;br /&gt;
|-&lt;br /&gt;
| 15 Hz || 72 || 0x48 || 0.00053 || 0.03169&lt;br /&gt;
|-&lt;br /&gt;
| 20 Hz || 108 || 0x6C || 0.00079 || 0.04754&lt;br /&gt;
|-&lt;br /&gt;
| 30 Hz || 144 || 0x90 || 0.00106 || 0.06338&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# Battle Garegga Rank Percentages, https://docs.google.com/spreadsheets/d/1--_IPOmSNxo6ShxzS2Up_q-DNEo2wPCHbuQMyj9NIwE/edit#gid=0&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16858</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16858"/>
		<updated>2022-09-23T00:35:44Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber. Each main and side shot of each ship does the same damage per bullet, despite any visual differences.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot + laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact. Charging can be resumed after all orbs have left the screen.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Speed&lt;br /&gt;
! Frames to cross screen&lt;br /&gt;
! Appx. pixels/frame&lt;br /&gt;
|-&lt;br /&gt;
| Speed 1 || ~72 || 3.36&lt;br /&gt;
|-&lt;br /&gt;
| Speed 2 || 61 || 3.96&lt;br /&gt;
|-&lt;br /&gt;
| Speed 3 || ~45 || 5.39&lt;br /&gt;
|-&lt;br /&gt;
| Speed 4 || ~41 || 5.93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1 (about 7x9 pixels); Purple: Speed 2 (about 9x9 pixels); Yellow: Speed 3 &amp;amp; 4 (about 11x9 pixels)&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
As with all CAVE games of the era, '''all enemy bullets have single-pixel collision''', regardless of their visuals. Bullet collision is checked once every 2 frames.&lt;br /&gt;
&lt;br /&gt;
=== Uotaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Uotaro's hitbox]]&lt;br /&gt;
Uotaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Uotaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Uotaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Uotaro's firepower. While typically the highest scoring ship within stages, Uotaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&amp;lt;br&amp;gt;Only appears when the player collects 2000 total Cyborgs. Chain gained from collecting powerups does not count.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|thumb|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of Bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious.{{Template:Unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
====Basic rank====&lt;br /&gt;
Basic rank varies through decimal values 0-63.&lt;br /&gt;
&lt;br /&gt;
Each stage has a minimum rank value. These are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new minimum. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Basic rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, basic rank is set to the stage minimum. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Basic rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final basic rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game through continues and is only reset upon a game over.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything that basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
&lt;br /&gt;
In some runs, an additional, seemingly permanent, increase in bullet speed can be observed at the start of stage 5 (roughly a 12% increase). The trigger for this is unknown. It may be related to both the no-miss flag and high scoring, but apparently not either of them in isolation.{{Template:Unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb. An incredibly important mechanic to play around throughout the game, facilitated further by the below technique.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Whipping===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-whip-slow.gif|thumb|right|Example of whipping. By the time the shots on the left have connected, the player has already moved close to the right edge.]]&lt;br /&gt;
A common shmup technique that is particularly effective in this game due to the player's high movement speed: Abusing the travel time of projectiles to commit minimally to an anticipated enemy spawn before moving away to do something else. This is most useful for Type B as its shot angle gives it more margin for error, and Type C usually has more efficient approaches to the applicable situations.&lt;br /&gt;
===Edge-braking===&lt;br /&gt;
----&lt;br /&gt;
Another common shmup technique. Moving diagonally while pressed against a screen edge will reduce the player's speed to 2/3rds, allowing for more precise control. Using this can aid navigating dense areas such as the stage 2 boss final pattern, the turret battery at the end of stage 4, or the stage 5 boss opening pattern.&lt;br /&gt;
===Short Roll===&lt;br /&gt;
----&lt;br /&gt;
While minimal Roll charges aren't effective at damaging tough enemies, they pierce just as well. This makes them ideal for sniping zako or item carriers that are blocked by ground targets, or for quickly taking out turret columns. Notable applications for short Rolls are the train section at the end of stage 2, the large square turrets in stage 3, and the turret battery sections in stages 4 and 5.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 2: Laser turret grid ===&lt;br /&gt;
----&lt;br /&gt;
Whether a turret shoots or not when it flips open is random; however, the turrets open in a fixed sequence, allowing this section to be routed to some extent. At the very least, the first two turrets on the far right should be taken out immediately before the zako start arriving. The stretching &amp;quot;lasers&amp;quot; are actually three needles stacked on top of each other with slightly differing speeds.&lt;br /&gt;
&lt;br /&gt;
=== Stage 2: Midboss area ===&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dfeveron-s2-postmid1.gif|center|thumb|Post-midboss wave strategy. Collecting all Cyborgs on the left while moving to the top simplifies the following wave.]] || [[File:Dfeveron-s2-postmid2.gif|center|thumb|Appearance order and positions of the first six-4-way wave. The next wave is the same, but mirrored horizontally.]]&lt;br /&gt;
|}&lt;br /&gt;
Pre-firing a Bomber with the correct timing and then pointblanking the midboss will kill it instantly after the Bomber ends without losing Cyborgs. Type B should avoid riding on top of the midboss while invincible as this may make its Bomber projectiles do less damage.&lt;br /&gt;
&lt;br /&gt;
Immediately after the midboss, speedkill the pair of medium enemies entering from the top left, then move down and right to misdirect the bubbles fired from the pair on the right. This will leave a natural path to clear up the Cyborgs on the left side before advancing through the two item carriers that follow, ending with the player at the top right ready for the start of the next wave.&lt;br /&gt;
&lt;br /&gt;
The next wave is made up of two rows of three 4-way medium enemies which arrive in a R-M-R-L-M-L sequence, followed by the same formation horizontally flipped. Position assertively, staying as high up as possible (without ramming them) and they won't get a chance to restrict your movement. Using a regular ship, kill the first wave R-M-R-M-L-L (spawn order 1-2-3-5-4-6), detour to the right to clean up Cyborgs to avoid hitting the item limit, then kill the second wave L-L-M-M-R-R (spawn order 1-3-2-5-4-6). Uotaro can simply kill all the enemies in the order they appear.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right|Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop. [https://youtu.be/oXViRIChfww Video of turret glitch positioning]&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Uotaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
=== Stage 4: Table 3 ===&lt;br /&gt;
----&lt;br /&gt;
This is the only part of stage 4 where a great number of points can be gained or lost. Players are encouraged to rush to the end of the table for a series of cash-out waves that can total 150,000 to 200,000 points. It is also the only part of the game that involves enemies appearing at the bottom of the screen. Routes vary with shot type, but typically at least 1 Bomber is used either to wipe out the turret battery for safety, or to save time on the reverse waves. [https://youtu.be/vaXC-txzeRs Video example of the table with B-Roll]&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [https://youtu.be/QM6mETTnf3w Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
===Inspiration===&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron's odd development circumstances and idiosyncratic nature lead to speculation on what could have influenced its design. The game's art style, color palette and space setting (unusual among CAVE games) bear much similarity to [[Toaplan|Toaplan's]] [[Tatsujin]]. The main game's structure resembles [[NMK|NMK's]] [[Thunder Dragon 2]], while Time Attack mode is based on Caravan Festival console games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16707</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16707"/>
		<updated>2022-09-11T01:31:06Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Another baffling thing I don't understand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber. Each main and side shot of each ship does the same damage per bullet, despite any visual differences.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot + laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact. Charging can be resumed after all orbs have left the screen.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1 (about 7x9 pixels); Purple: Speed 2 (about 9x9 pixels); Yellow: Speed 3 &amp;amp; 4 (about 11x9 pixels)&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
As with all CAVE games of the era, '''all enemy bullets have single-pixel collision''', regardless of their visuals. Bullet collision is checked once every 2 frames.&lt;br /&gt;
&lt;br /&gt;
=== Uotaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Uotaro's hitbox]]&lt;br /&gt;
Uotaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Uotaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Uotaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Uotaro's firepower. While typically the highest scoring ship within stages, Uotaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&amp;lt;br&amp;gt;Only appears when the player collects 2000 total Cyborgs. Chain gained from collecting powerups does not count.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|thumb|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of Bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious.{{Template:Unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
====Basic rank====&lt;br /&gt;
&lt;br /&gt;
Each stage has a minimum rank value. These are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new minimum. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Basic rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, basic rank is set to the stage minimum. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Basic rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final basic rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game through continues and is only reset upon a game over.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything that basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
&lt;br /&gt;
In some runs, an additional, seemingly permanent, increase in bullet speed can be observed at the start of stage 5. The trigger for this is unknown. It may be related to both the no-miss flag and high scoring, but apparently not either of them in isolation.{{Template:Unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb. An incredibly important mechanic to play around throughout the game, facilitated further by the below technique.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Whipping===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-whip-slow.gif|thumb|right|Example of whipping. By the time the shots on the left have connected, the player has already moved close to the right edge.]]&lt;br /&gt;
A common shmup technique that is particularly effective in this game due to the player's high movement speed: Abusing the travel time of projectiles to commit minimally to an anticipated enemy spawn before moving away to do something else. This is most useful for Type B as its shot angle gives it more margin for error, and Type C usually has more efficient approaches to the applicable situations.&lt;br /&gt;
===Edge-braking===&lt;br /&gt;
----&lt;br /&gt;
Another common shmup technique. Moving diagonally while pressed against a screen edge will reduce the player's speed to 2/3rds, allowing for more precise control. Using this can aid navigating dense areas such as the stage 2 boss final pattern, the turret battery at the end of stage 4, or the stage 5 boss opening pattern.&lt;br /&gt;
===Short Roll===&lt;br /&gt;
----&lt;br /&gt;
While minimal Roll charges aren't effective at damaging tough enemies, they pierce just as well. This makes them ideal for sniping zako or item carriers that are blocked by ground targets, or for quickly taking out turret columns. Notable applications for short Rolls are the train section at the end of stage 2, the large square turrets in stage 3, and the turret battery sections in stages 4 and 5.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 2: Laser turret grid ===&lt;br /&gt;
----&lt;br /&gt;
Whether a turret shoots or not when it flips open is random; however, the turrets open in a fixed sequence, allowing this section to be routed to some extent. At the very least, the first two turrets on the far right should be taken out immediately before the zako start arriving. The stretching &amp;quot;lasers&amp;quot; are actually three needles stacked on top of each other with slightly differing speeds.&lt;br /&gt;
&lt;br /&gt;
=== Stage 2: Midboss area ===&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dfeveron-s2-postmid1.gif|center|thumb|Post-midboss wave strategy. Collecting all Cyborgs on the left while moving to the top simplifies the following wave.]] || [[File:Dfeveron-s2-postmid2.gif|center|thumb|Appearance order and positions of the first six-4-way wave. The next wave is the same, but mirrored horizontally.]]&lt;br /&gt;
|}&lt;br /&gt;
Pre-firing a Bomber with the correct timing and then pointblanking the midboss will kill it instantly after the Bomber ends without losing Cyborgs. Type B should avoid riding on top of the midboss while invincible as this may make its Bomber projectiles do less damage.&lt;br /&gt;
&lt;br /&gt;
Immediately after the midboss, speedkill the pair of medium enemies entering from the top left, then move down and right to misdirect the bubbles fired from the pair on the right. This will leave a natural path to clear up the Cyborgs on the left side before advancing through the two item carriers that follow, ending with the player at the top right ready for the start of the next wave.&lt;br /&gt;
&lt;br /&gt;
The next wave is made up of two rows of three 4-way medium enemies which arrive in a R-M-R-L-M-L sequence, followed by the same formation horizontally flipped. Position assertively, staying as high up as possible (without ramming them) and they won't get a chance to restrict your movement. Using a regular ship, kill the first wave R-M-R-M-L-L (spawn order 1-2-3-5-4-6), detour to the right to clean up Cyborgs to avoid hitting the item limit, then kill the second wave L-L-M-M-R-R (spawn order 1-3-2-5-4-6). Uotaro can simply kill all the enemies in the order they appear.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right|Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Uotaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [https://youtu.be/QM6mETTnf3w Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
===Inspiration===&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron's odd development circumstances and idiosyncratic nature lead to speculation on what could have influenced its design. The game's art style, color palette and space setting (unusual among CAVE games) bear much similarity to [[Toaplan|Toaplan's]] [[Tatsujin]]. The main game's structure resembles [[NMK|NMK's]] [[Thunder Dragon 2]], while Time Attack mode is based on Caravan Festival console games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16602</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16602"/>
		<updated>2022-08-24T17:28:39Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Will split stage strats into subpage once there's more of them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber. Each main and side shot of each ship does the same damage per bullet, despite any visual differences.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot + laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact. Charging can be resumed after all orbs have left the screen.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1 (about 7x9 pixels); Purple: Speed 2 (about 9x9 pixels); Yellow: Speed 3 &amp;amp; 4 (about 11x9 pixels)&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
As with all CAVE games of the era, '''all enemy bullets have single-pixel collision''', regardless of their visuals. Bullet collision is checked once every 2 frames.&lt;br /&gt;
&lt;br /&gt;
=== Uotaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Uotaro's hitbox]]&lt;br /&gt;
Uotaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Uotaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Uotaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Uotaro's firepower. While typically the highest scoring ship within stages, Uotaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&amp;lt;br&amp;gt;Only appears when the player collects 2000 total Cyborgs. Chain gained from collecting powerups does not count.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|thumb|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of Bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game through continues and is only reset upon a game over.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything that basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb. An incredibly important mechanic to play around throughout the game, facilitated further by the below technique.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Whipping===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-whip-slow.gif|thumb|right|Example of whipping. By the time the shots on the left have connected, the player has already moved close to the right edge.]]&lt;br /&gt;
A common shmup technique that is particularly effective in this game due to the player's high movement speed: Abusing the travel time of projectiles to commit minimally to an anticipated enemy spawn before moving away to do something else. This is most useful for Type B as its shot angle gives it more margin for error, and Type C usually has more efficient approaches to the applicable situations.&lt;br /&gt;
&lt;br /&gt;
===Short Roll===&lt;br /&gt;
----&lt;br /&gt;
While minimal Roll charges aren't effective at damaging tough enemies, they pierce just as well. This makes them ideal for sniping zako or item carriers that are blocked by ground targets, or for quickly taking out turret columns. Notable applications for short Rolls are the train section at the end of stage 2, the large square turrets in stage 3, and the turret battery sections in stages 4 and 5.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 2: Laser turret grid ===&lt;br /&gt;
----&lt;br /&gt;
Whether a turret shoots or not when it flips open is random; however, the turrets open in a fixed sequence, allowing this section to be routed to some extent. At the very least, the first two turrets on the far right should be taken out immediately before the zako start arriving. The stretching &amp;quot;lasers&amp;quot; are actually three needles stacked on top of each other with slightly differing speeds.&lt;br /&gt;
&lt;br /&gt;
=== Stage 2: Midboss area ===&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dfeveron-s2-postmid1.gif|center|thumb|Post-midboss wave strategy. Collecting all Cyborgs on the left while moving to the top simplifies the following wave.]] || [[File:Dfeveron-s2-postmid2.gif|center|thumb|Appearance order and positions of the first six-4-way wave. The next wave is the same, but mirrored horizontally.]]&lt;br /&gt;
|}&lt;br /&gt;
Pre-firing a Bomber with the correct timing and then pointblanking the midboss will kill it instantly after the Bomber ends without losing Cyborgs. Type B should avoid riding on top of the midboss while invincible as this may make its Bomber projectiles do less damage.&lt;br /&gt;
&lt;br /&gt;
Immediately after the midboss, speedkill the pair of medium enemies entering from the top left, then move down and right to misdirect the bubbles fired from the pair on the right. This will leave a natural path to clear up the Cyborgs on the left side before advancing through the two item carriers that follow, ending with the player at the top right ready for the start of the next wave.&lt;br /&gt;
&lt;br /&gt;
The next wave is made up of two rows of three 4-way medium enemies which arrive in a R-M-R-L-M-L sequence, followed by the same formation horizontally flipped. Position assertively, staying as high up as possible (without ramming them) and they won't get a chance to restrict your movement. Using a regular ship, kill the first wave R-M-R-M-L-L (spawn order 1-2-3-5-4-6), detour to the right to clean up Cyborgs to avoid hitting the item limit, then kill the second wave L-L-M-M-R-R (spawn order 1-3-2-5-4-6). Uotaro can simply kill all the enemies in the order they appear.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right|Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Uotaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [https://youtu.be/QM6mETTnf3w Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
===Inspiration===&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron's odd development circumstances and idiosyncratic nature lead to speculation on what could have influenced its design. The game's art style, color palette and space setting (unusual among CAVE games) bear much similarity to [[Toaplan|Toaplan's]] [[Tatsujin]]. The main game's structure resembles [[NMK|NMK's]] [[Thunder Dragon 2]], while Time Attack mode is based on Caravan Festival console games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-s2-postmid2.gif&amp;diff=16601</id>
		<title>File:Dfeveron-s2-postmid2.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-s2-postmid2.gif&amp;diff=16601"/>
		<updated>2022-08-24T16:58:22Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron S2 appearance order&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-s2-postmid1.gif&amp;diff=16600</id>
		<title>File:Dfeveron-s2-postmid1.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-s2-postmid1.gif&amp;diff=16600"/>
		<updated>2022-08-24T16:43:52Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron S2 post midboss strat&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-whip-slow.gif&amp;diff=16599</id>
		<title>File:Dfeveron-whip-slow.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-whip-slow.gif&amp;diff=16599"/>
		<updated>2022-08-24T16:25:33Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron &amp;quot;whipping&amp;quot; movement&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16345</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16345"/>
		<updated>2022-08-02T19:36:25Z</updated>

		<summary type="html">&lt;p&gt;Lethe: c/e + trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber. Each main and side shot of each ship does the same damage per bullet, despite any visual differences.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot + laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact. Charging can be resumed after all orbs have left the screen.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1 (about 7x9 pixels); Purple: Speed 2 (about 9x9 pixels); Yellow: Speed 3 &amp;amp; 4 (about 11x9 pixels)&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
As with all CAVE games of the era, '''all enemy bullets have single-pixel collision''', regardless of their visuals. Bullet collision is checked once every 2 frames.&lt;br /&gt;
&lt;br /&gt;
=== Uotaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Uotaro's hitbox]]&lt;br /&gt;
Uotaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Uotaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Uotaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Uotaro's firepower. While typically the highest scoring ship within stages, Uotaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&amp;lt;br&amp;gt;Only appears when the player collects 2000 total Cyborgs. Chain gained from collecting powerups does not count.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|frame|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of Bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game through continues and is only reset upon a game over.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything that basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 3: rail turrets ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right| Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Uotaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [https://youtu.be/QM6mETTnf3w Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
===Inspiration===&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron's odd development circumstances and idiosyncratic nature lead to speculation on what could have influenced its design. The game's art style, color palette and space setting (unusual among CAVE games) bear much similarity to [[Toaplan|Toaplan's]] [[Tatsujin]]. The main game's structure resembles [[NMK|NMK's]] [[Thunder Dragon 2]], while Time Attack mode is based on Caravan Festival console games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16299</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16299"/>
		<updated>2022-07-22T00:09:43Z</updated>

		<summary type="html">&lt;p&gt;Lethe: I see what I got wrong now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1; Purple: Speed 2; Yellow: Speed 3 &amp;amp; 4&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Outaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Outaro's hitbox]]&lt;br /&gt;
Outaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Outaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Outaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Outaro's firepower. While typically the highest scoring ship within stages, Outaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&amp;lt;br&amp;gt;Only appears when the player collects 2000 total Cyborgs. Chain gained from collecting powerups does not count.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|frame|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg Rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game and is only reset upon seeing the score rankings screen.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything that basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right| Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Outaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [http://youtube.com/bLdpYcwiaM8 Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16298</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16298"/>
		<updated>2022-07-21T23:48:14Z</updated>

		<summary type="html">&lt;p&gt;Lethe: The scoreboard adds 100 DM to your total, wtf?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1; Purple: Speed 2; Yellow: Speed 3 &amp;amp; 4&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Outaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Outaro's hitbox]]&lt;br /&gt;
Outaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Outaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Outaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Outaro's firepower. While typically the highest scoring ship within stages, Outaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one. Only appears when the player collects 2000 total Cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|frame|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg Rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game and is only reset upon seeing the score rankings screen.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything that basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right| Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Outaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [http://youtube.com/bLdpYcwiaM8 Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16297</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16297"/>
		<updated>2022-07-21T16:07:07Z</updated>

		<summary type="html">&lt;p&gt;Lethe: /* Cyborg Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1; Purple: Speed 2; Yellow: Speed 3 &amp;amp; 4&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Outaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Outaro's hitbox]]&lt;br /&gt;
Outaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Outaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Outaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Outaro's firepower. While typically the highest scoring ship within stages, Outaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one. Only appears when the player collects 2100 total Cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|frame|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg Rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game and is only reset upon seeing the score rankings screen.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything that basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right| Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Outaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [http://youtube.com/bLdpYcwiaM8 Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron/Video_Index&amp;diff=16296</id>
		<title>Dangun Feveron/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron/Video_Index&amp;diff=16296"/>
		<updated>2022-07-21T16:06:11Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Normal Game ==&lt;br /&gt;
&lt;br /&gt;
=== A-Bomb ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| yc532724&lt;br /&gt;
| 13,145,532&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/QoVuLx-viTQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Emuser&lt;br /&gt;
| 8,108,489&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/ZJGSYE3yD4k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| 4,050,258&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/gAqoqbSgNtU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Bomb ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| PAL&lt;br /&gt;
| 15,302,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/lbfGxlhEe88 Youtube]&lt;br /&gt;
| Japanese text commentary&lt;br /&gt;
|-&lt;br /&gt;
| YES&lt;br /&gt;
| 12,315,725&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/-B0K11Ae-MA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Qlex&lt;br /&gt;
| 12,313,897&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/lhgtidi0DFE Youtube]&lt;br /&gt;
| French commentary&lt;br /&gt;
|-&lt;br /&gt;
| Qlex&lt;br /&gt;
| 8,998,222&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/HfhpkBgtOpM Youtube]&lt;br /&gt;
| English commentary&lt;br /&gt;
|-&lt;br /&gt;
| Clover-YMN&lt;br /&gt;
| 7,291,095&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/3eh-TwnNUL8 Youtube]&lt;br /&gt;
| Fights TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Roll ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 14,015,992&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/WCQ_Ra06Lik Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 13,474,822&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/Kb1ijMJfPP8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 12,193,544&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/nYE28WMV8oA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SELDIA&lt;br /&gt;
| 11,286,998&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/Ct6HyVKaRGI Youtube]&lt;br /&gt;
| Japanese tutorial&lt;br /&gt;
|-&lt;br /&gt;
| GOTYO&lt;br /&gt;
| 7,978,306&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/XZTANoCcWMw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEG&lt;br /&gt;
| 6,420,896&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/6ZI5aN7OB0s Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 忠太郎&lt;br /&gt;
| 5,585,138&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/kQgjHYRGbOA Youtube]&lt;br /&gt;
| Misses on TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| 4,061,258&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/cirGBecwM3c Youtube]&lt;br /&gt;
| Misses on TLB&lt;br /&gt;
|-&lt;br /&gt;
| square_air&lt;br /&gt;
| 2,917,641&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/QPIg6e-mUiM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 1,302,858&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/n7HDuV6WskI Youtube]&lt;br /&gt;
| No stage 5 stalling, final boss timeout&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 709,577&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/p4NkR95voEw Youtube]&lt;br /&gt;
| Final boss timeout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Roll ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 11,978,808&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/jJ-D6kaQlFo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CRI&lt;br /&gt;
| 7,637,525&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/ShBsVbTiW3I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| M.Knight&lt;br /&gt;
| 6,799,534&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/zZ-be4NAHS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uotaro ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Clover-YMN&lt;br /&gt;
| 14,628,521&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/ifgLgB9ntmo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.K.上越&lt;br /&gt;
| 14,587,173&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/5yvEHC-lXGM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fulla Lizards&lt;br /&gt;
| 9,587,172&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/4MXZRr7Xs7Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Time Attack ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KDK-Takeyuki&lt;br /&gt;
| 2,519,461&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/Kq5cSbn02ZU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IZ&lt;br /&gt;
| 2,223,130&lt;br /&gt;
| C-Bomb&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/1ShvI8yh3sw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 2,210,459&lt;br /&gt;
| C-Bomb&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/UWtsOwZumwM Youtube]&lt;br /&gt;
| Starts at 31:37&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 2,190,745&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/AWYMxBxir-0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| M.Knight&lt;br /&gt;
| 1,765,239&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/DcymCAGE57Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fever Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 53,316,344&lt;br /&gt;
| B-Bomb&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/wgeLLr3mdC4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 42,072,789&lt;br /&gt;
| B-Roll&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/RgURKJXeOLk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| clippa&lt;br /&gt;
| 31,232,523&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/o9dWBr9XvFM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aktane&lt;br /&gt;
| 9,249,825&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/s86bITjoAKA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| zoydo&lt;br /&gt;
| 8,084,721&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/LgrFCv2kgu4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| [https://youtu.be/bLdpYcwiaM8 Youtube]&lt;br /&gt;
| Stage 3 boss glitch&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| [https://youtu.be/a9RvM3uzzXM Youtube]&lt;br /&gt;
| Explanation of stage 3 wave despawn (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Dangun Feveron]]&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16295</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16295"/>
		<updated>2022-07-21T16:02:39Z</updated>

		<summary type="html">&lt;p&gt;Lethe: What type of player is this inverted rank even for?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|frame|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb|Lock ranges]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb|Bomb explosion chaining]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb|Different Roll charges]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1; Purple: Speed 2; Yellow: Speed 3 &amp;amp; 4&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Outaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Outaro's hitbox]]&lt;br /&gt;
Outaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Outaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Outaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Outaro's firepower. While typically the highest scoring ship within stages, Outaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one. Only appears when the player collects 2100 total Cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|frame|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
====Bomb pointblanking====&lt;br /&gt;
While equipped with the Bomb Power Shot, rapidly firing Bombs by pulsing the A button while as close as possible to the target will do huge damage, far exceeding shot pointblanking. This is a great way to get damage in between boss phases, since Bomb ships otherwise struggle with boss speedkills.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]] varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Increasing score or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
====Cyborg Rank====&lt;br /&gt;
&lt;br /&gt;
Although collecting Cyborgs does not affect the game's difficulty, ''missing'' them does.&lt;br /&gt;
&lt;br /&gt;
The total number of lost Cyborgs is stored at the word address 0x105110. The counter persists for the whole game and is only reset upon seeing the score rankings screen.&lt;br /&gt;
&lt;br /&gt;
Cyborg rank doesn't affect everything basic rank does, increasing the speed of many aimed/semi-aimed bullets incrementally as more Cyborgs are lost. The two rank types are cumulative, but in what exact way is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb|right| Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Outaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, positioning the boss to the extreme left, manipulating it to move left and then destroying the right node can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [http://youtube.com/bLdpYcwiaM8 Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16283</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16283"/>
		<updated>2022-07-19T17:35:31Z</updated>

		<summary type="html">&lt;p&gt;Lethe: I just noticed he actually says &amp;quot;you've got to believe it&amp;quot;. Joke ruined&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Make this whole section look like less of a mess&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-abomber.gif|frame|right|Type A Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-bbomber.gif|frame|right|Type B Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-cbomber.gif|thumb|right|Type C Bomber]]&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type A's extremely narrow overlapping shots allow it to do more damage from the bottom of the screen than the other types, which is at least theoretically helpful during boss phases that cannot be safely pointblanked. Unfortunately, the nature of the build-a-ship system strips it of other advantages. At nearer distances or versus giant targets, its shot power is no more effective than Type B, and it is totally reliant on its subweapon for horizontal range. Its nuke-style Bomber has a tendency to not hit anything if used as a panic button. There's really no practical reason to use this ship beyond seeking a challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_Type_B.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type B's spread gives it the best consistency with frontal waves, and it's also capable of dealing full damage from a comfortably moderate distance, making it the easiest type to use. Its Bomber is the most damaging of the three and is directed, allowing it to be aimed away from enemies if desired.&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Type C's advantage is being able to hit both side edges of the screen at once, or to hit the entire width of the screen at the top, both of which are very effective in some areas. Its performance against hard targets at a distance is pathetic, and it usually needs to get very close to hit with all of its streams. There are vulnerable blind spots between the main and side shots. Its Bomber does the least damage, but hits everything indiscriminately.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
----&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Lockcomp.png|thumb]] [[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-compbomb.gif|thumb]] [[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-comproll.gif|thumb]] [[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
=== Hitbox ===&lt;br /&gt;
----&lt;br /&gt;
Red: Speed 1; Purple: Speed 2; Yellow: Speed 3 &amp;amp; 4&lt;br /&gt;
&lt;br /&gt;
[[File:Feveron hitboxes.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Outaro ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-outaro hitbox.gif|thumb|Outaro's hitbox]]&lt;br /&gt;
Outaro is a hidden guest character from CAVE's puzzle game Puzzle Uo Poko. It can be selected by entering the code '''''down up right left up down left right''''' after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
* Has no Bomber, Powerful Shot or Speed selection.&lt;br /&gt;
* Can switch between the three shot configurations with the B button.&lt;br /&gt;
* Has double the shot power of a normal ship.&lt;br /&gt;
* Moves twice as fast as a Speed 4 ship.&lt;br /&gt;
* Unaffected by powerups; all Shot and Bomb items are converted to score. For rank considerations, Outaro is always at power level 0, resulting in drastically slower enemy bullets.&lt;br /&gt;
&lt;br /&gt;
Outaro's combination of flexibility, extreme speed and low rank allow it to be basically wherever it wants at any time, obliterating everything in its path while minimizing the logistics of collecting Cyborgs. However, that same speed can lead to instant death, and there's no option to crutch-Bomber past the few sections which can stand up to Outaro's firepower. While typically the highest scoring ship within stages, Outaro's lack of Bomber lowers its final clear bonus and locks it out from certain tricks.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the player's side shots, up to 3 times.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one. Only appears when the player collects 2000 total Cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|frame|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Watch Out!!!'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
Rank varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Chaining or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 3: Rail turrets ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-s3turret.gif|thumb| Note the shot hitsparks. Turrets are continuing to spawn near the top left even though the rails have scrolled away.]]&lt;br /&gt;
&lt;br /&gt;
The third section of stage 3 is introduced by a bridge zone with a column of respawning rail turrets on each side. Wedging the ship against the left or right edge while pointblanking the turrets will lead to them being continually killed and replaced every few frames, doling out a massive amount of points. Additionally, positioning the ship in a specific way can cause the game to continue replacing the turrets after the point it would normally stop.&lt;br /&gt;
&lt;br /&gt;
Performing this trick will overload the sprite limit, making survival unrealistic without the use of two or three Bombers. Outaro, which lacks a Bomber, is unable to fully take advantage of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Ship type || Typical kills with shot + 3 Bombers&lt;br /&gt;
|-&lt;br /&gt;
|Type A || ~510&lt;br /&gt;
|-&lt;br /&gt;
|Type B || ~420&lt;br /&gt;
|-&lt;br /&gt;
|Type C || ~515&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
== Video Reference ==&lt;br /&gt;
&lt;br /&gt;
See the [[Dangun_Feveron/Video_Index|Video Index]].&lt;br /&gt;
&lt;br /&gt;
== Misc / Curio ==&lt;br /&gt;
&lt;br /&gt;
===Stage 3 boss glitch===&lt;br /&gt;
&lt;br /&gt;
During the first phase of the stage 3 boss, destroying either of its two side nodes will push it in the opposite direction. Destroying the left node first, then the right node while the boss is positioned to the extreme left can push it off the edge of the screen. This causes a coordinate overflow error, resulting in the boss believing it's actually on the far right. It then tries to correct its position back to the middle by continuing to travel left, further and further off the screen until it wraps around and reappears on the right side. [http://youtube.com/bLdpYcwiaM8 Video of this glitch]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-comproll.gif&amp;diff=16282</id>
		<title>File:Dfeveron-comproll.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-comproll.gif&amp;diff=16282"/>
		<updated>2022-07-19T17:28:48Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Lethe uploaded a new version of File:Dfeveron-comproll.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron Roll example&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-compbomb.gif&amp;diff=16281</id>
		<title>File:Dfeveron-compbomb.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-compbomb.gif&amp;diff=16281"/>
		<updated>2022-07-19T17:22:16Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Lethe uploaded a new version of File:Dfeveron-compbomb.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron Bomb example&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-s3turret.gif&amp;diff=16280</id>
		<title>File:Dfeveron-s3turret.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-s3turret.gif&amp;diff=16280"/>
		<updated>2022-07-19T17:13:04Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron turret glitch&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-outaro_hitbox.gif&amp;diff=16279</id>
		<title>File:Dfeveron-outaro hitbox.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-outaro_hitbox.gif&amp;diff=16279"/>
		<updated>2022-07-19T17:08:48Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;appx. Outaro hitbox&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-comproll.gif&amp;diff=16278</id>
		<title>File:Dfeveron-comproll.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-comproll.gif&amp;diff=16278"/>
		<updated>2022-07-19T17:02:49Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron Roll example&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-compbomb.gif&amp;diff=16277</id>
		<title>File:Dfeveron-compbomb.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-compbomb.gif&amp;diff=16277"/>
		<updated>2022-07-19T17:02:12Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron Bomb example&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Lockcomp.png&amp;diff=16276</id>
		<title>File:Lockcomp.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Lockcomp.png&amp;diff=16276"/>
		<updated>2022-07-19T17:01:01Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron Lock example&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-cbomber.gif&amp;diff=16275</id>
		<title>File:Dfeveron-cbomber.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-cbomber.gif&amp;diff=16275"/>
		<updated>2022-07-19T16:54:11Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron C-Bomber&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-bbomber.gif&amp;diff=16274</id>
		<title>File:Dfeveron-bbomber.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-bbomber.gif&amp;diff=16274"/>
		<updated>2022-07-19T16:53:16Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron B-Bomber&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-abomber.gif&amp;diff=16273</id>
		<title>File:Dfeveron-abomber.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-abomber.gif&amp;diff=16273"/>
		<updated>2022-07-19T16:52:22Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feveron A-Bomber&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16254</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16254"/>
		<updated>2022-07-17T20:43:55Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot. All power shots take roughly 1/4th of a second to activate.&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&lt;br /&gt;
Each ship has a different Side Shot configuration and a different Bomber. &amp;lt;sup&amp;gt;Needs hitbox research&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]] [[File:Dangun_Type_B.png|125px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Bomber differences, Uotaro&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the side shots of the player's ship.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use. Maximum number of bombs in stock is 4.&amp;lt;br&amp;gt;Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one. Only appears when the player collects 2000 total Cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
----&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-cyborgex.gif|frame|right|A large enemy releasing Cyborgs.]]&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, changing direction every second, but their initial timing and direction is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
: current chain * stage Cyborg total&lt;br /&gt;
up to 999&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
===Bomber===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-bomberdamage.png|frame|right|Difference in Bomber damage when used on the stage 2 boss. From top: Type A, Type B, Type C]]&lt;br /&gt;
&lt;br /&gt;
All Bombers have the same duration, approximately 2 seconds. While the Bomber is active:&lt;br /&gt;
* There is a damaging effect, which varies by ship type. Type B has a slight delay before its first lightning strike lands.&lt;br /&gt;
* The player is immediately and completely invincible.&lt;br /&gt;
* The player's speed is increased to beyond Speed 4.&lt;br /&gt;
* The player can use weapons as normal.&lt;br /&gt;
* All Cyborgs on screen freeze.&lt;br /&gt;
* New Cyborgs cannot appear.&lt;br /&gt;
After the Bomber ends, the player is shielded and invincible for a further 1 second. Movement and Cyborgs behave normally during this invincibility.&lt;br /&gt;
&lt;br /&gt;
Since the score bonus for collecting excess Bomb items is low, and the reward for a no-miss is very high, players are encouraged to use them liberally. Bombers can also be used to freeze escaping Cyborgs, to speedkill item carrier waves, to skip troublesome but low-scoring enemies, and can be deployed in advance to abuse the ending invincibility which does not interfere with scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Number of bomb items&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Lose It (Aim for 999 Disco People)'''&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain until the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* '''Get To The Leader'''&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 3 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* '''Hurry Up!'''&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
----&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
----&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
----&lt;br /&gt;
Rank varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|-&lt;br /&gt;
| Time Attack || 25&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Chaining or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: Turret glitch&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-bomberdamage.png&amp;diff=16253</id>
		<title>File:Dfeveron-bomberdamage.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-bomberdamage.png&amp;diff=16253"/>
		<updated>2022-07-17T20:32:21Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Lethe uploaded a new version of File:Dfeveron-bomberdamage.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Difference in Bomber damage&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-bomberdamage.png&amp;diff=16252</id>
		<title>File:Dfeveron-bomberdamage.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-bomberdamage.png&amp;diff=16252"/>
		<updated>2022-07-17T20:30:26Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Difference in Bomber damage&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-cyborgex.gif&amp;diff=16251</id>
		<title>File:Dfeveron-cyborgex.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-cyborgex.gif&amp;diff=16251"/>
		<updated>2022-07-17T20:22:45Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of Cyborg behavior&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron/Video_Index&amp;diff=16248</id>
		<title>Dangun Feveron/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron/Video_Index&amp;diff=16248"/>
		<updated>2022-07-16T16:32:31Z</updated>

		<summary type="html">&lt;p&gt;Lethe: Created page with &amp;quot;__TOC__ {{clear}}  == Normal Game ==  === A-Bomb ===  {| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot; |- ! style=&amp;quot;width:10%;&amp;quot; | Player ! style=&amp;quot;width:10%;&amp;quot; | Score...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Normal Game ==&lt;br /&gt;
&lt;br /&gt;
=== A-Bomb ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| yc532724&lt;br /&gt;
| 13,145,532&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/QoVuLx-viTQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Emuser&lt;br /&gt;
| 8,108,489&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/ZJGSYE3yD4k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| 4,050,258&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/gAqoqbSgNtU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Bomb ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| PAL&lt;br /&gt;
| 15,302,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/lbfGxlhEe88 Youtube]&lt;br /&gt;
| Japanese text commentary&lt;br /&gt;
|-&lt;br /&gt;
| YES&lt;br /&gt;
| 12,315,725&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/-B0K11Ae-MA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Qlex&lt;br /&gt;
| 12,313,897&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/lhgtidi0DFE Youtube]&lt;br /&gt;
| French commentary&lt;br /&gt;
|-&lt;br /&gt;
| Qlex&lt;br /&gt;
| 8,998,222&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/HfhpkBgtOpM Youtube]&lt;br /&gt;
| English commentary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Roll ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 14,015,992&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/WCQ_Ra06Lik Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 13,474,822&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/Kb1ijMJfPP8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| 12,193,544&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/nYE28WMV8oA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SELDIA&lt;br /&gt;
| 11,286,998&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/Ct6HyVKaRGI Youtube]&lt;br /&gt;
| Japanese tutorial&lt;br /&gt;
|-&lt;br /&gt;
| GOTYO&lt;br /&gt;
| 7,978,306&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/XZTANoCcWMw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEG&lt;br /&gt;
| 6,420,896&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/6ZI5aN7OB0s Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 忠太郎&lt;br /&gt;
| 5,585,138&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/kQgjHYRGbOA Youtube]&lt;br /&gt;
| Misses on TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| 4,061,258&lt;br /&gt;
| PS4&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/cirGBecwM3c Youtube]&lt;br /&gt;
| Misses on TLB&lt;br /&gt;
|-&lt;br /&gt;
| square_air&lt;br /&gt;
| 2,917,641&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/QPIg6e-mUiM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 1,302,858&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/n7HDuV6WskI Youtube]&lt;br /&gt;
| No stage 5 stalling, final boss timeout&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 709,577&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/p4NkR95voEw Youtube]&lt;br /&gt;
| Final boss timeout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Roll ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 11,978,808&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/jJ-D6kaQlFo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CRI&lt;br /&gt;
| 7,637,525&lt;br /&gt;
| PS4&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/ShBsVbTiW3I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| M.Knight&lt;br /&gt;
| 6,799,534&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/zZ-be4NAHS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uotaro ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Clover-YMN&lt;br /&gt;
| 14,628,521&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/ifgLgB9ntmo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A.K.上越&lt;br /&gt;
| 14,587,173&lt;br /&gt;
| Arcade&lt;br /&gt;
| EX ALL&lt;br /&gt;
| [https://youtu.be/5yvEHC-lXGM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fulla Lizards&lt;br /&gt;
| 9,587,172&lt;br /&gt;
| Arcade&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/4MXZRr7Xs7Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Time Attack ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KDK-Takeyuki&lt;br /&gt;
| 2,519,461&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/Kq5cSbn02ZU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IZ&lt;br /&gt;
| 2,223,130&lt;br /&gt;
| C-Bomb&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/1ShvI8yh3sw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 2,210,459&lt;br /&gt;
| C-Bomb&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/UWtsOwZumwM Youtube]&lt;br /&gt;
| Starts at 31:37&lt;br /&gt;
|-&lt;br /&gt;
| XUR&lt;br /&gt;
| 2,190,745&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/AWYMxBxir-0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| M.Knight&lt;br /&gt;
| 1,765,239&lt;br /&gt;
| Uotaro&lt;br /&gt;
| Arcade&lt;br /&gt;
| [https://youtu.be/DcymCAGE57Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fever Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 53,316,344&lt;br /&gt;
| B-Bomb&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/wgeLLr3mdC4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aktane&lt;br /&gt;
| 9,249,825&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/s86bITjoAKA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| zoydo&lt;br /&gt;
| 8,084,721&lt;br /&gt;
| B-Lock&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/LgrFCv2kgu4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| [https://youtu.be/bLdpYcwiaM8 Youtube]&lt;br /&gt;
| Stage 3 boss glitch&lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki&lt;br /&gt;
| [https://youtu.be/a9RvM3uzzXM Youtube]&lt;br /&gt;
| Explanation of stage 3 wave despawn (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Dangun Feveron]]&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16217</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16217"/>
		<updated>2022-07-15T16:56:28Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[ESP Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]] [[File:Dangun_Type_B.png|125px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Uotaro, bomb differences.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game. All power shots take roughly 1/3rd of a second holding the A button to activate.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the side shots of the player's ship.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use, maximum number of bombs in stock is 4.  Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one, only given out if the player collects 2000 cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, but their starting position in the sequence is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
 current chain * stage Cyborg total&lt;br /&gt;
up to 999^2 or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* Don't Lose It (Aim for 999 Disco People)&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain before the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* Get To The Leader&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 4 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* Hurry Up!&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
&lt;br /&gt;
Rank varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Chaining or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
The final rank can be watched at RAM address 0x1052C9.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: Turret glitch&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16216</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16216"/>
		<updated>2022-07-15T16:50:01Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[Esp Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]] [[File:Dangun_Type_B.png|125px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Uotaro, bomb differences.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game. All power shots take roughly 1/3rd of a second holding the A button to activate.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the side shots of the player's ship.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use, maximum number of bombs in stock is 4.  Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one, only given out if the player collects 2000 cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, but their starting position in the sequence is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
 current chain * stage Cyborg total&lt;br /&gt;
up to 999^2 or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* Don't Lose It (Aim for 999 Disco People)&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain before the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* Get To The Leader&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 4 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* Hurry Up!&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
&lt;br /&gt;
Rank varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Chaining or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
== Specific strategy ==&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
&lt;br /&gt;
* Stage 1: Wave shortcuts&lt;br /&gt;
* Stage 2: Midboss&lt;br /&gt;
* Stage 3: Wave despawn&lt;br /&gt;
* Stage 3: Type 2 despawn&lt;br /&gt;
* Stage 3: Turret glitch&lt;br /&gt;
* Stage 3: 3-Boss strategy&lt;br /&gt;
* Stage 4: Delayed table 2 spawn&lt;br /&gt;
* Stage 4: Table 2 -&amp;gt; 3 strategies&lt;br /&gt;
* Stage 5: Station 1?&lt;br /&gt;
* Stage 5: 5-Boss strategy, missile barrage&lt;br /&gt;
* Stage 5: TLB patterns?&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16215</id>
		<title>Dangun Feveron</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dangun_Feveron&amp;diff=16215"/>
		<updated>2022-07-15T16:47:35Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dangun_Feveron_Logo.png|frameless|400px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #802a8b&lt;br /&gt;
|title = Dangun Feveron&lt;br /&gt;
|background = #ed7c84&lt;br /&gt;
|image = Dangun_Feveron_Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = September 1998&lt;br /&gt;
|previousgame = [[Esp Ra.De.]]&lt;br /&gt;
|nextgame = [[Guwange]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Nihon System&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Nanpei Misawa&amp;lt;br /&amp;gt;Tatsuhiko Kasuga (FM Arrange)&amp;lt;br /&amp;gt;chibi-tech (VIP Arrange)&lt;br /&gt;
|program = Crusty&amp;lt;br /&amp;gt;Takashi Ichimura&amp;lt;br /&amp;gt;Hiroyuki Uchida&lt;br /&gt;
|art = Naoki Ogiwara&amp;lt;br /&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron (弾銃フィーバロン, Dan jū fībaron; Fever SOS outside of Japan) is a vertically scrolling shoot 'em up, released in 1998 on CAVE 68000 hardware for arcades. &lt;br /&gt;
&lt;br /&gt;
The game was being developed around the same time as [[ESP Ra.De.]], however Tsuneki Ikeda wasn't involved in its development as much, instead leaving the programming to &amp;quot;Crusty&amp;quot;, Takashi Ichimura and Hiroyuki Uchida. The game went through several revisions, starting out as a mecha STG, but due to poor reception from location tests, the team decided on a disco theme.&lt;br /&gt;
&lt;br /&gt;
The game is drastically different from other CAVE titles. Instead of slow and dense bullet patterns, the game is much faster with fewer bullets, feeling more like a Toaplan game.&lt;br /&gt;
&lt;br /&gt;
The game received a home port for PlayStation 4 and XBox One in 2018, as part of [[M2]]'s M2 ShotTriggers series for its 20th Anniversary. It includes the original arcade version of the game, a &amp;quot;FEVER&amp;quot; arrange, various practice modes, and two new arrange soundtracks: FM Arrange in vein of old Toaplan games by Tatsuhiko Kasuga and VIP Arrange by chibi-tech.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Earth Invasion Ultimate Commander, Admiral Gratze, embarked on a mission to conquer the third planet from the sun, setting his sights on Planet FEVER.&lt;br /&gt;
Planet FEVER was surrounded by mysterious electromagnetic waves, which are known to cause all equipment to go haywire, but Gratze thought it was a mere superstition. &lt;br /&gt;
When it reached his private room and cut his call with his wife, Aileen, he swore destruction upon the residents of Planet Fever.&lt;br /&gt;
&lt;br /&gt;
Planet FEVER Defense Force Esper Pilots Afro &amp;amp; McCoy, alongside Space Travelling FEVER Girl Stephanie team up to put a stop to the delusional madman.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* '''A (Tap):''' Shot&lt;br /&gt;
* '''A (Hold):''' Powerful Shot&lt;br /&gt;
* '''B:''' Bomber&lt;br /&gt;
* '''C (Dipswitch):''' Rapid Shot&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
[[File:Afro_%26_McCoy.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Afro''' (on the left) and '''McCoy''' (on the right) are the ace pilots of Planet FEVER's Defense Force. Afro's Type-A ship is a central shot. McCoy's Type-B ship is a 3-way shot with the side shots at a 15 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_A.png|125px]] [[File:Dangun_Type_B.png|125px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Stephanie.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stephanie''' is the leader of the &amp;quot;Fever Girls&amp;quot; Dance Troupe. Her Type-C ship is a wide shot, with the side shots at a 45 degree angle.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Dangun_Type_C.png|125px]]&lt;br /&gt;
&lt;br /&gt;
'''TODO:''' Uotaro, bomb differences.&lt;br /&gt;
&lt;br /&gt;
=== Power Shots===&lt;br /&gt;
Unlike most CAVE games, where the ships have two weapons at all times (most of the time shot+laser), in Dangun Feveron, you get to choose your second shot to use for the entire game. All power shots take roughly 1/3rd of a second holding the A button to activate.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Lock.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lock-On:''' Fires a stream of fast saws which bends with the player's movement. On contact with an enemy, the stream will &amp;quot;stick&amp;quot; and automatically aim at it.&lt;br /&gt;
&lt;br /&gt;
Comparable to the iconic purple weapon of the [[Raiden II|Raiden]] series, though lacking any penetrative ability. Lock-On does more damage than a single shotstream at a long distance, but less than combined shots or point-blanking. It is also difficult to aim and disrupted by zako, making it the weakest subweapon in the majority of situations.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Bomb.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bomb:''' Deploys missiles that slowly drift forwards. Up to three can be active simultaneously. Each missile grows in power the longer it is active. On impact, creates a large explosion; enemies killed by the explosion will create more explosions, potentially causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
Bomb is entirely routing-oriented, capable of achieving the highest scores via both the highest damage and the best screen coverage of any subweapon, but is worthless when used haphazardly. Bomb is typically avoided with Type C as the combination has no tools versus bosses, and is often paired with Type A for the opposite reason.&lt;br /&gt;
&lt;br /&gt;
[[File:Dangun_PShot_Roll.png|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Roll:''' Charge shot. Deploys up to 8 blue orbs that &amp;quot;unwind&amp;quot; into a clockwise orbit. Upon release, the orbs fly straight forward and penetrate all enemies, damaging for each frame in contact.&lt;br /&gt;
&lt;br /&gt;
Roll is a flexible subweapon, capable of dealing a consistently large amount of damage from the bottom of the screen with minimal preparation. The combination of safety and power makes it by far the most effective anti-boss weapon. Due to how the orbs deploy, both short and long Roll charges are weak against single targets. Half-charging is the most useful technique, releasing multiple overlapping orbs in a small area.&lt;br /&gt;
&lt;br /&gt;
=== Speed===&lt;br /&gt;
[[File:Dangun_Speed.png|400px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike other CAVE games, the ships do not have their own speed, nor do they have a slow movement when using the secondary shot. Instead, you choose what speed your ship will be at for the entire game.&amp;lt;br&amp;gt;Player speeds below 3 are not considered viable for scoring as they will be unable to catch enemies quickly enough or to chase items.&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;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_main.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Main Shot''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_way.png|75px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''Way Shot''&amp;lt;br /&amp;gt; Increases the strength of the side shots of the player's ship.&amp;lt;br&amp;gt; Equivalent to 5 Cyborgs when fully powered up.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_cyborg.png|75px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Cyborg Discomen''&amp;lt;br /&amp;gt; Increases the chain counter by 1 point, up to 999, then awards points equal to the chain.&amp;lt;br&amp;gt; More of them drop from enemies if speedkilled.&amp;lt;br&amp;gt; Multiplier value is reset to 1 if even one leaves the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_bomb.png|75px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Bomb'' &amp;lt;br /&amp;gt;Gives the player an extra bomb to use, maximum number of bombs in stock is 4.  Equivalent to 5 Cyborgs at 4 bombs.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dangun_item_1up.png|75px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one, only given out if the player collects 2000 cyborgs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
&lt;br /&gt;
Dangun Feveron is a Caravan principle game: All stages are a fixed length, but destroying targets quickly will cause more to appear. Each stage is divided into one or more &amp;quot;tables&amp;quot; of enemy waves that switch at fixed points. Completely clearing an enemy table before it switches out will cause it to loop and start over, providing a constant supply of targets.&lt;br /&gt;
&lt;br /&gt;
Although the concept is simple, the details are more complicated. The game does not check for cleared waves continuously; it uses discrete intervals which vary by the waves in question. In some cases missing one enemy will cause a delay, while in others only specific enemies need to be destroyed to advance.&lt;br /&gt;
&lt;br /&gt;
No-missing the entire game will cause a TLB to appear after the stage 5 boss. Infamously, this TLB is bugged on the Japanese version of the game, and is unable to kill the player unless a bomb is used.&lt;br /&gt;
&lt;br /&gt;
===Score mechanics===&lt;br /&gt;
&lt;br /&gt;
Flying enemies killed quickly will drop Cyborgs, which will drift to the bottom of the screen, then bounce to the top and disappear. Each Cyborg collected increments the chain by 1, then gives points equal to the chain counter. Letting any single Cyborg escape will reset the chain counter to 1. The point value of all destroyed targets is also equal to the chain count. The chain maxes out at 999 per stage.&lt;br /&gt;
&lt;br /&gt;
The number of Cyborgs dropped by each enemy decays over time at a rate determined by the enemy type, down to 0. Boss parts also decay in Cyborg count, and a timed-out boss will drop nothing.&lt;br /&gt;
&lt;br /&gt;
Cyborgs dropped by killed enemies appear in random positions inside the enemy's collision hitbox. Cyborgs drift in a fixed pattern, but their starting position in the sequence is random. Cyborgs near the edges of the screen will be forced away from the edge.&lt;br /&gt;
&lt;br /&gt;
Up to 50 Cyborgs can be on screen at once. Additional Cyborgs past this limit simply don't appear. '''Cyborgs are emptied from memory when the floating text attached to them goes away, not immediately after picking them up''', which can lead to some deceptive timings.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, the player is given a boss bonus of&lt;br /&gt;
 current chain * stage Cyborg total&lt;br /&gt;
up to 999^2 or 998,001. Timed-out bosses do not award a bonus.&lt;br /&gt;
&lt;br /&gt;
Upon clearing the game, the player is awarded 500,000 points per spare life and 100,000 points per spare bomb. If the player defeats the TLB, they are instead awarded 1,000,000 points per life and 200,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; techniques==&lt;br /&gt;
&lt;br /&gt;
The game's announcer explains its scoring principles rather well.&lt;br /&gt;
&lt;br /&gt;
* Don't Lose It (Aim for 999 Disco People)&lt;br /&gt;
&lt;br /&gt;
Maintaining a 999 chain before the end of the stage will result in a huge boss bonus of 998,001 points. For all score-viable shots, this is possible in every stage past stage 1, contributing just under 4 million by itself.&lt;br /&gt;
&lt;br /&gt;
* Get To The Leader&lt;br /&gt;
&lt;br /&gt;
Defeating the TLB will award a second boss bonus (potentially 998,001) and will double the clear bonuses from spare lives and bombs. Due to the TLB mandating a no-miss, and the TLB invincibility bug in the JP version of the game, reaching the TLB should guarantee at minimum another 4 million from spare lives.&lt;br /&gt;
&lt;br /&gt;
* Hurry Up!&lt;br /&gt;
&lt;br /&gt;
Once a 999 chain has been reached, scoring stops scaling multiplicatively. Making significant score gains becomes dependent on dense &amp;quot;cash-out&amp;quot; waves that offer sheer volume of Cyborgs and/or enemies to kill. Advance the waves as efficiently as possible to loop these high scoring areas.&lt;br /&gt;
&lt;br /&gt;
===Pointblanking===&lt;br /&gt;
&lt;br /&gt;
[[File:Dfeveron-pointblank2.gif|thumb|right|Type B pointblanking with all three shotstreams. The red box approximates the part of the boss being hit.]]&lt;br /&gt;
&lt;br /&gt;
The most efficient way to damage a single target is by using full-auto shot at close range. Successful pointblanking causes a large &amp;lt;span style=&amp;quot;color:#FF69B4; background:#000000&amp;quot;&amp;gt;pink&amp;lt;/span&amp;gt; hitspark to appear. Due to the size of the player's projectiles, it's not necessary to be extremely close to do full damage. Type C will need to get closer than the others due to the width of its side shots.&lt;br /&gt;
&lt;br /&gt;
===Shooting offscreen enemies===&lt;br /&gt;
Enemies off the left or right screen edges can be shot before they appear. Cyborgs dropped by such enemies will appear normally. Type A's shot lacks the horizontal range to make use of this, which can be mitigated by picking A-Bomb.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
&lt;br /&gt;
Rank varies through decimal values 0-63. It affects enemy bullet speed, and in fewer cases firing rate. Rank is primarily determined by stage and powerup status with survival time as a secondary factor. Due to its lack of powerups, Uotaro experiences significantly lower rank throughout the game compared to the normal ships. Strategic rank management is nonexistent, and during the final two stages rank reduction is minimal.&lt;br /&gt;
&lt;br /&gt;
An incomplete explanation is below for the curious. &amp;lt;sup&amp;gt;[needs more research]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each stage has a baseline rank value. These baselines are affected by the difficulty dipswitch in the service menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || 43&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || 53&lt;br /&gt;
|}&lt;br /&gt;
At the start of each stage, the rank increases by the difference between the current and new baseline. For example, going from stage 1 to stage 2 will increase rank by 10.&lt;br /&gt;
&lt;br /&gt;
Rank increases gradually over time, and quickly by powering up. Chaining or collecting excess powerups does not influence it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1st, 2nd powerups || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3rd, 4th, 5th powerups || +4 each&lt;br /&gt;
|-&lt;br /&gt;
| 6th powerup || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bomb in stock || +1 each&lt;br /&gt;
|-&lt;br /&gt;
| Extra life in stock || +1 each after all other factors (i.e. affects minimum rank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On death, rank is set to the stage baseline. After respawn, it increases by 3 for the player's refilled bombs, then 1 is subtracted for the lost life.&lt;br /&gt;
&lt;br /&gt;
Rank is truncated to 63 at the end of the calculation. This has a marginal effect on stages 4 and 5, where bombing at maximum rank may not reduce it, because the true rank is above 63.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dangun Feveron]]&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Dfeveron-pointblank2.gif&amp;diff=16214</id>
		<title>File:Dfeveron-pointblank2.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Dfeveron-pointblank2.gif&amp;diff=16214"/>
		<updated>2022-07-15T16:35:18Z</updated>

		<summary type="html">&lt;p&gt;Lethe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of pointblank distance and effect&lt;/div&gt;</summary>
		<author><name>Lethe</name></author>
		
	</entry>
</feed>