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		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=15614</id>
		<title>Help:Glossary</title>
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		<updated>2022-03-25T22:38:00Z</updated>

		<summary type="html">&lt;p&gt;MSX POCKY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and refers to completing all of the stages of a game on a '''single credit''' (no continues). &lt;br /&gt;
&lt;br /&gt;
Another term that is used is &amp;quot;x-'''ALL'''&amp;quot;, where x represents the number of [[loop]]s completed in a single run on a single credit. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-ALL'''.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Arrange===&lt;br /&gt;
An '''arrange mode''' is an alternate version of a game, commonly either included with console ports, or made as part of special events, where mechanics, artwork, and various aspects of the game are &amp;quot;remixed&amp;quot; and modified in various ways. &lt;br /&gt;
&lt;br /&gt;
Arrange modes typically don't have enough changes to be considered completely different games, as they are often re-conceptualizations of stages and mechanics, but in some cases, they do have enough differences to be given separate leaderboards, strategies, and stage routing.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot''' or '''Full Auto'''.''&lt;br /&gt;
&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bomb===&lt;br /&gt;
A '''bomb''' is the generic term for a limited-use weapon, usually one that does large amounts of damage, typically granting some amount of invincibility for use in emergency situations. Bombs are often stored in stocks similarly to lives, though sometimes they operate on a meter or even just a cooldown timer. They will often be replenished each time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
===Bullet Cancel===&lt;br /&gt;
In some games, destroying certain enemies or meeting specific conditions will result in bullets being deleted from the screen, known as a '''bullet cancel'''. Bullet cancels are typically used as a part of a game's scoring system, as cancelled bullets will often increase score, release point items, or create other similar effects.&lt;br /&gt;
&lt;br /&gt;
===Bullet Hell===&lt;br /&gt;
''Also called '''Danmaku''' or '''Manic Shooter'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shoot-em-up characterized by large numbers of bullets, often in intricate patterns. Innovated in large part by the developers of [[Toaplan]] and [[CAVE]], and with [[DonPachi]], released in 1995.&lt;br /&gt;
&lt;br /&gt;
===Bullet Herding===&lt;br /&gt;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#screen_space| screen space] rather than the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#world_space| world space]. For instance, in a vertical shmup with &amp;quot;bullet wobble&amp;quot; and with left-right screen scrolling controlled by the player's left-right motion, if a bullet is fired straight down from the top center of the screen, that bullet will remain horizontally centered on the screen no matter how much the player scrolls the background (world space) left or right, because the bullet is only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint===&lt;br /&gt;
Specific areas of a stage where the player is sent back to on death / respawn. Although checkpoints may function differently in different games, they typically reduce your power level back to the starting level, as well as replenish resources such as bombs. Checkpoints frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as early horizontal shmups like ''[[Gradius]]'' and ''[[R-Type]]'' (the former of which even has a term associated with its brutal checkpoint difficulty, known as &amp;quot;Gradius Syndrome&amp;quot; in the fandom).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, counterstop, or CS''' refers to when a score counter reaches the maximum amount that it is able to reach, commonly displayed on a HUD as a series of 9s in each score digit. When a counter-stop is achieved, in most cases, the game stops counting score for the player. It is not possible to score higher than a counter-stop, so often players will stop using scoring techniques upon reaching it.&lt;br /&gt;
&lt;br /&gt;
Games with particularly exploitable counter-stop strategies due to oversights in game design, such as ''[[Dogyuun]]'', are in many cases not played for high scores, or are played in ways that specifically avoid counter-stop strategies.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. While often conflated with the Western concept of indie, many doujin creators consider themselves philosophically different from indie creators.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Euroshmup===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Full article: [[Euroshmups]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Euroshmup''' is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game. Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
* Ship physics / Ship momentum&lt;br /&gt;
* Player shields / Health bars&lt;br /&gt;
* Unavoidable dangers (which are meant to be absorbed with health bars or shields)&lt;br /&gt;
* No bullet patterns / Only simple [[Dodging_strategy#Aimed_patterns|aimed bullets]]&lt;br /&gt;
* Limited weapon ammo, which usually also introduces shops and money management into the game&lt;br /&gt;
* Lack of complex enemy ship AI such as ships that curve around the screen&lt;br /&gt;
* Extremely high enemy HP&lt;br /&gt;
* Very slow player bullets&lt;br /&gt;
* Huge number of levels often with little variation between them&lt;br /&gt;
* No scoring systems&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. In shooting games, extends are usually rewarded after earning a certain score, or after completing specific in-game tasks.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
===Full Extent of the Jam===&lt;br /&gt;
A notorious misspelling of &amp;quot;Full extent of the law&amp;quot; found in the terribly written legal notices of early [[CAVE]] shooters. Has been parodied by CAVE themselves in the legal notices for ports of their games, such as Mushihemesama on PC.&lt;br /&gt;
&lt;br /&gt;
===Frame button===&lt;br /&gt;
A button provided (generally externally) that allows pressing an input for a single frame. These are most commonly set to trigger lever inputs, to allow for precise movement that can't easily be done via the lever.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
===Gradius Syndrome===&lt;br /&gt;
''Also known as '''Power-Up Syndrome''' , '''One-Life Game'''&lt;br /&gt;
&lt;br /&gt;
Refers to a game where dying once leads to the player losing most or all of their power ups, and where recovery from such a state is extremely difficult even if the game provides a large number of extends. Notable games that have this aspect include '''Gradius''' and '''Darius II/Sagaia'''&lt;br /&gt;
&lt;br /&gt;
===Grazing===&lt;br /&gt;
''See [[History#Grazing|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''Grazing''' is a mechanic present in some shooting games, in which some effect is produced by getting extremely close to, but not touching, enemy bullets. Grazing may be used in games to increase score, provide items, or even slow down bullets, among other effects.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A '''hitbox''' is a typically invisible box or region, used by a game to calculate whether objects have collided or not. They are typically made of simple shapes, and are used to simplify and add consistency to collision detection, as using every pixel of a sprite or model for collision detection would be both computationally more intensive and mechanically unwieldy. Player ships, enemy ships, bullets, environment, and so on, can all have hitboxes. Hitboxes are often much smaller than the objects might appear, so developers will often add some sort of visual feature to hint at hitbox location - such as a bright cockpit on a ship, an ornament on a character's back, or even displaying the hitbox itself with a small dot. Bullets may also have their hitboxes indicated via a different colored region toward the center of the bullet, that more closely matches its true hitbox.&lt;br /&gt;
&lt;br /&gt;
===Hyper System===&lt;br /&gt;
''See [[History#Hyper System|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Hyper system&amp;quot;''' or '''hyper''' refers to a game mechanic where the player can spend a gauge or power-up that grants them increased power, invulnerability, or various other enhancements for a limited time.&lt;br /&gt;
&lt;br /&gt;
In more non-traditional uses of the term, '''hyper''' may be used to refer to any temporary, powered-up state.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
===Label===&lt;br /&gt;
Shmup re-releases and variations, particularly those produced by CAVE, are often referred to as (something) Label, most commonly Black Label. Whilst there is no true terminology behind the usage of different prefixes, most 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&gt;
&lt;br /&gt;
The usage of &amp;quot;Labels&amp;quot; in this manner appears to be inspired by whiskey production and sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching dodging enemy fire. Micrododging refers to precisely weaving your way through enemy projectiles, focusing on a small portion of the screen and threading yourself through the small openings in the pattern with delicate subtle movements and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
===No-miss===&lt;br /&gt;
In shooting games (and many games that originate in Japan), a &amp;quot;miss&amp;quot; refers to player death; achieving a '''No-Miss''' means going through the entire stage, game, or boss fight without losing a life. &lt;br /&gt;
&lt;br /&gt;
Many games offer significant bonus points for achieving a No-Miss at the end of the stage, or at the end of the game. In games that feature a [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; is an augment to a player's ship that grants additional firepower. In some games, options can also be used to block bullets. Options are usually represented by a pod-like object or a small ship that flies with the player's ship.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Point-blank===&lt;br /&gt;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
===Port===&lt;br /&gt;
When a game is converted to a platform different that for what it was originally produced. For Shmups, this most commonly refers to games being ported from Arcade platforms to a home platform.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
===RNG===&lt;br /&gt;
''Also known as '''Randomness'''''&lt;br /&gt;
&lt;br /&gt;
Short for ''Random Number Generation'', RNG is a term that broadly describes any behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; shmups with very little randomness and high consistency between runs are known as [[#Memory shmup| Memory Shmups or Memorizers]], because learning a fixed route can 'solve' the entire game. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; refers to a place on the screen that you can place your ship to completely avoid damage from incoming bullet patterns. Safespots are typically the result of system exploits, game design oversights, or glitches/bugs. &lt;br /&gt;
&lt;br /&gt;
Particularly egregious safespots can often allow a player to completely avoid damage while still damaging enemies and bosses for the duration of an encounter, which can completely nullify the difficulty of said encounter.&lt;br /&gt;
&lt;br /&gt;
===Sealing===&lt;br /&gt;
In many shooting games, enemies have to be a certain distance away from the player before they will fire. Getting inside of this range will stop the enemy from shooting completely. This is commonly referred to as &amp;quot;'''bullet sealing'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
===Tick Points===&lt;br /&gt;
Many games provide the player with a small, but consistent, point bonus as long as the player's shots hit an enemy. Even if the enemy is not damaged or destroyed, the player may still gain points just because their bullets are contacting an enemy; these are known as 'tick points'. Though in most situations tick points are a minor scoring element, in some games this can be a valuable source of points, especially when used against invulnerable enemies or bosses.&lt;br /&gt;
&lt;br /&gt;
===Time-out===&lt;br /&gt;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. Some games, such as ''[[Ikaruga]]'', feature an invincible boss that must be timed-out in order to win, forcing the player to rely on their dodging skills and pattern recognition. In most other games, time-outs typically exist in order to prevent the player from earning unlimited amounts of points from [[#Milk|milking]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; a hidden boss encounter that only appears to highly skilled players. Reaching the TLB of a game often requires meeting a series of requirements, such as achieving a &amp;quot;[[no miss]]-no bomb (NMNB)&amp;quot; run, reaching a certain score threshold, destroying certain objects, entering a certain &amp;quot;path&amp;quot;, or other objectives that can range from the obvious to the esoteric. &lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
===Zako===&lt;br /&gt;
''See [[#Popcorn|Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
===Zunpets===&lt;br /&gt;
Name for the often maligned Trumpet samples used in many of the Touhou games. Named after their developer, ZUN&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>MSX POCKY</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type/Strategy&amp;diff=15492</id>
		<title>R-Type/Strategy</title>
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		<updated>2022-03-10T18:25:31Z</updated>

		<summary type="html">&lt;p&gt;MSX POCKY: /* Stage 5 */&lt;/p&gt;
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&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[R-Type|''Click here to return to the ''R-Type''''' information overview'''''  page]].&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Basic Strategy ==&lt;br /&gt;
*Some people call it a memorizer, some people call it a puzzle game. Either way, you won't get far in R-Type unless you have a strategy for every situation. Take it stage by stage and enjoy the process. Don't feel bad about looking things up or using cheap tactics. This is a brutal game, so take all the help you can get. &lt;br /&gt;
*You don't need to worry about switching the side your force pod is attached to until the stage 3 boss, where it quite obvious what you need to do. After this point, switching the force pod side becomes an essential mechanic that you must make use of. Sections that seem to be an impossible baragge will quickly fall before you with a well timed pod switch. Get good at the manouvre. Fire your pod at a wall to shorten the distance it travels so you can get it back onto your ship quicker. &lt;br /&gt;
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== Advanced Strategy ==&lt;br /&gt;
''[Add additional strategy notes here]''&lt;br /&gt;
* ''[This section would contain particularly advanced gameplay techniques and more scoring information.]''&lt;br /&gt;
* ''[Ideally, this is information that you probably wouldn't tell someone who just picked up the game. Players looking at this section are typically aiming to reach the next level of play.]''&lt;br /&gt;
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== Individual Stage Breakdown ==&lt;br /&gt;
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===Stage 1===&lt;br /&gt;
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''[Add strategies here]''&lt;br /&gt;
===Boss: Dobkeratops===&lt;br /&gt;
[[File:R-Type Stage 1 Boss Dobkeratops 0035.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Stage 2===&lt;br /&gt;
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''[Add strategies here]''&lt;br /&gt;
===Boss: Cyst===&lt;br /&gt;
[[File:R-Type Stage 2 Boss Cyst 0078.png|thumb]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Stage 3===&lt;br /&gt;
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''[Add strategies here]''&lt;br /&gt;
===Boss: Warship===&lt;br /&gt;
[[File:R-Type Stage 3 Boss Warship 0096.png|thumb]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Stage 4===&lt;br /&gt;
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''[Add strategies here]''&lt;br /&gt;
===Boss: Compiler===&lt;br /&gt;
[[File:R-Type Stage 4 boss Compiler 0104.png|thumb]]&lt;br /&gt;
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Though the weak points are &amp;quot;inside&amp;quot; the boss at the start of the fight (when the three pieces of the boss are close together), your special weapons can still hit them and destroy the parts before they have even had a chance to separate. So don't wait around: flip your force pod onto the back of the ship, and as the boss makes its entrance get up close to the bottom section and let it rip. The correct positioning will take practice, but when you get it right you will take out the bottom section before the boss has even reached stopped on the right side of the screen. With the next weak point now exposed, continue your assault. The final weak point faces the left, so destroy it with a charged frontal shot.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Stage 5===&lt;br /&gt;
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If your ship is fully powered up upon entering this stage with two bits, missile and red laser, the furthest top left corner of the screen is a safe spot for the majority of the stage as long as you keep firing. Early on there are two of the large serpent-like enemies who will fly directly into the safe spot. As their movement patterns are slow and well telegraphed you can simply slide out of the way of their path and then slide straight back into that top left corner afterwards. Once those two enemies have been dodged you can stay positioned there for the rest of the stage, continuously firing as your bits and force protect you from any fire and you are safely positioned out of the way of any potentially force-piercing lasers. As flying into the floor and ceiling unusually does not destroy your ship in this stage and there is no level terrain in your way, this is extremely easy and safe to pull off.&lt;br /&gt;
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===Boss: Bellmite===&lt;br /&gt;
[[File:R-Type Stage 5 Boss 0119.png|thumb]]&lt;br /&gt;
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This boss is probably the #1 run killer for a 1-ALL run, as its movement is erratic, and the orbs surrounding its core are quite fast when launched at you (and can be similarly erratic when bouncing off of the walls, depending on where the boss has moved on the screen). You can manipulate the opening of the fight somewhat by sitting just above the middle of the screen on the far left side, which if done correctly, should have Bellmite start the fight slowly moving to the right side of the screen, but otherwise you'll have to shoot down as many orbs as you can to reveal the core while trying not to get boxed in by the aggressive attacks/movement from the boss. Red laser, assuming you've successfully kept it throughout Stage 5, is the best option for this fight, as it absolutely chews through the orbs compared to blue or yellow. If you're unfortunate enough to come into this fight with Yellow (or are on recovery), you'll probably be best served de-attaching your force pod and letting the extra DPS from that chip away at the orbs while you dodge like a madman.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Stage 6===&lt;br /&gt;
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''[Add strategies here]''&lt;br /&gt;
===Boss: Dops Rush===&lt;br /&gt;
[[File:R-Type Stage 6 Boss 0127.png|thumb]]&lt;br /&gt;
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Trying to manouvre around these hulking cubes while they dance around the play area would be a pain, but there is an easier way. &lt;br /&gt;
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Fly your ship just to the left of where the dops drop down the screen, in the gap in the wall of the upper portion of the screen. The front of your ship (not including your force pod) should be pretty much lined up with the right-hand end of the thin, vertical wall above you. That means your force pod will be overlapping with the dops that drop down the screen. &lt;br /&gt;
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In this position, each dop is destroyed with one charged shot. You don't have to move, as every dop is destroyed before it moves past you and becomes a threat. That said, if any of the wall-hugging enemies have been left alive, don't get too complacent: usually their bullets will hit a wall before they reach you, but not always. Ten or so dead dops later, and this boss fight is over.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Stage 7===&lt;br /&gt;
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The start of this stage is one of the few sections in the game where the yellow weapon is somewhat useful. You get one near the end of stage 6 anyway, and it will easily hit the missile launchers that can hide underneath the platform in this stage. You can switch it out to a blue laser immediately after.&lt;br /&gt;
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===Boss: Bronco===&lt;br /&gt;
[[File:R-Type Stage 7 Boss .png|thumb]]&lt;br /&gt;
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You can fight this boss honestly, or cheese it with a safe spot. &lt;br /&gt;
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The safe spot, if you choose to use it, is between the two leftmost yellow trash chutes. You want you ship to just overlap with the open chute spite. It is ambiguous where the ceiling starts, so fly too high and you will meet instant death by collision. But get it right, and all trash and bullets will either sail past you or die to your force pod, and you simple wait out the fight until the boss gives up.&lt;br /&gt;
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If you decide to fight it honestly, your upper bit device is going to earn it's keep. Most of the trash that falls will be destroyed by the bit, with one exception,: the large green boxes. You have to be prepared to dodge these, and hope none of them fall directly from above you later in the fight, when things have sped up. Where and when they fall seems to be random. &lt;br /&gt;
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Don't move around too much: your bit moves around too, and might not be directly above you when you need it. Kill the boss quickly, because the falling of the trash speeds up the longer the fight goes. Know what your vertical position needs to be to hit the boss when he appears (lining yourself up with something in the background helps).&lt;br /&gt;
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Though there is always a bit to collect before the boss, if you died after the checkpoint and (against all odds!) managed to struggle your way here, you will have to fight the boss without a force pod, as there is no opportunity to collect a single laser crystal after the checkpoint. Needless to say, this will be the hardest version of the fight, and without the force pod you won't be able to take advantage of the safe spot. It is possible — try and stay between the chutes, be prepared to dodge the large green boxes, and kill the boss while the garbage is still dropping slowly — but you will need a healthy serving of luck, so I hope it's good to you!&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Stage 8===&lt;br /&gt;
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''[Add strategies here]''&lt;br /&gt;
===Boss: Bydo (Core)===&lt;br /&gt;
[[File:R-Type Stage 8 Boss 0153.png|thumb]]&lt;br /&gt;
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Are you ready? Do you have two bit devices still on your ship? This boss is going to look very different depending on whether you do or not.&lt;br /&gt;
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Either way, to start with you're going to have to get past the boss's barrier. With the force shielding you, you're totally safe if you stay on the left side of the screen in the middle. This is also where to need to be to launch the pod at the boss, so wait it out there for awhile until the boss shrieks and opens the barrier. Launch your pod, and keep firing. The barrier will close, but you will continue to do damage with every shot. Now you just have to survive.&lt;br /&gt;
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If you've managed to keep your bit devices this far (which means not dying at all in the second half of the game), the Bydo core is easy. As long as you keep firing at a good rate, you should be safe. The shots will kill the babies and the whirlwinds will never touch you. However, sometimes you will seem to be in a safe position only to have a baby break through and touch the ship, potentially ruining your whole run. I find that being slightly above the central position (but not so high that the whirlwind can hit you!) helps avoid this.&lt;br /&gt;
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You don't have two bits? Well, substitute bits for balls: you're going to have to dodge. The whirlwinds have fixed patterns. Their movements will only ever cover a section of the screen, leaving other areas safe. The more whirlwinds that come out, though, the less safe space there is, and as you can't kill the boss before three whirlwinds are out you may have to weave in and out of their trajectories. Still, learning what those trajectories are will make this element of the fight much easier.&lt;br /&gt;
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Know that the babies also spawn with fixed timing, though there is some variation in their direction, so this part of the fight can also be somewhat learned. Getting a feel for when a group of babies is about to try and dogpile you will make it easier to reacti appropriately.&lt;br /&gt;
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== Weapon Tier List ==&lt;br /&gt;
This is a section that doesn't necessarily need to be included, depending on the game in question. This section should be used to list out all strengths and weaknesses with the weapons in the game, and to sort of evaluate their general strength and usefulness. Ideally, every weapon should include a positive &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; and a negative &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt;. &lt;br /&gt;
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'''(X) Tier: &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Weapon Name&amp;lt;/span&amp;gt;'''&lt;br /&gt;
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* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Unique element of the weapon, nothing necessarily &amp;quot;better&amp;quot; or &amp;quot;worse&amp;quot; than any other weapon&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; A positive aspect of the weapon that it does well, such as high damage, high refire, homing, etc.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; A negative aspect of the weapon, such as poor refire, low damage, weak homing, and the like.&lt;br /&gt;
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== Enemy Overview ==&lt;br /&gt;
In this section, detailed information (if available) about all enemies, mid-bosses and bosses would be included on this page. Each enemy would be accompanied with a graphic, a score value (if available), and description of its behavior. For bonus points, include some clickable diagrams that showcase the behavior of the enemy! ''&amp;lt;small&amp;gt;For games that have disassemblies and debug modes available, this would potentially be an interesting way to isolate enemy behavior and really show how it works!&amp;lt;/small&amp;gt;''&lt;br /&gt;
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		<author><name>MSX POCKY</name></author>
		
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