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		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26555</id>
		<title>DoDonPachi DaiOuJou</title>
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		<summary type="html">&lt;p&gt;MenhirMike: /* Re:Incarnation Arrange Modes */ Fix link because it's not Markdown syntax :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndexMulti&lt;br /&gt;
|mode1=White Label&lt;br /&gt;
|page1=DoDonPachi_DaiOuJou&lt;br /&gt;
|mode2=Black Label&lt;br /&gt;
|page2=DoDonPachi_DaiOuJou_Black_Label&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Despite bosses seemingly normally taking damage even while the bar fills, this bug damage only applies on the Stage 2 boss if it hasn't been hit until after it finishes filling. Stage 4 boss and Hibachi are the only other bosses that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English language for menu's and endings.&lt;br /&gt;
*A maximum of three extra lives can be carried over into the 2nd loop.&lt;br /&gt;
*Conditions for gaining extra lives in the 2nd loop are changed to no-miss AND no-bomb per stage.&lt;br /&gt;
*Rank carries over to the 2nd loop (this can be bypassed by beating the 1-5 boss while a hyper is active).&lt;br /&gt;
*You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Re:Incarnation Arrange Modes==&lt;br /&gt;
&lt;br /&gt;
2023's M2 ShotTriggers release (DoDonPachi Dai-Ou-Jou/Blissful Death Re:Incarnation) adds three different Arrange Modes, which are based on White Label and are 1 loop each. These are new Arrange modes, and do not include the Xbox 360's port X-mode (and Piper doll).&lt;br /&gt;
&lt;br /&gt;
The arrange modes in the M2 STG version ([https://discord.com/channels/632397247866339347/632398439556317194/1184980557776560128 thanks to Jaimers]):&lt;br /&gt;
&lt;br /&gt;
===Arrange S===&lt;br /&gt;
&lt;br /&gt;
* Based on Super Easy mode patterns.&lt;br /&gt;
* You're always in Hyper.&lt;br /&gt;
* Can't use laser or bombs.&lt;br /&gt;
* Shot is very strong but very narrow.&lt;br /&gt;
* Patterns get faster the more lives you have in stock (rank maxes out in stage 2 if you no-miss).&lt;br /&gt;
* You get lives from beating midbosses and bosses (max 20).&lt;br /&gt;
* Concentrating fire on certain medium and big enemies raises the Rinne gauge (not doing that lowers it).&lt;br /&gt;
* Destroying these specific enemies while the Rinne gauge is full makes them drop score items and increases the overall bee multiplier (also resets the gauge).&lt;br /&gt;
* No chaining.&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Bullet cancels actually kinda matter a little bit in this mode.&lt;br /&gt;
&lt;br /&gt;
===Arrange L===&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 1 patterns and chaining system.&lt;br /&gt;
* Lasering medium and big enemies increases the Tensei gauge (not doing that lowers it).&lt;br /&gt;
* Destroy these enemies while the Tensei gauge is full to cancel all bullets on screen (also resets the gauge).&lt;br /&gt;
* The number of cancelled bullets from Tensei gets added to your current chain.&lt;br /&gt;
* Hypers are extremely short, they only last like 6~7 seconds (1/3rd of arcade).&lt;br /&gt;
* No powerup items and you're always at full power (though shot full power is significantly weaker than arcade full power).&lt;br /&gt;
* Hyper gauge increases 3x times faster than arcade, same with bees (a single bee is like a full hyper).&lt;br /&gt;
* Auto-bomb and auto-hyper (auto-hyper only lasts like 3~4 seconds, auto-bomb is weaker).&lt;br /&gt;
* You get lives from beating bosses (max 10).&lt;br /&gt;
* You fight loop 2 Kouryuu and Hibachi at the end.&lt;br /&gt;
* You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
&lt;br /&gt;
===Arrange EX===&lt;br /&gt;
Everything in Arrange L also applies to Arrange EX except for:&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 2 patterns and chaining system (bullets are slower than arcade though).&lt;br /&gt;
* Hypers get collected automatically.&lt;br /&gt;
* You get lives from beating midbosses and bosses (max 20).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26554</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26554"/>
		<updated>2023-12-18T04:25:28Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: Added  M2 STG Re:Incarnation Arrange Modes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndexMulti&lt;br /&gt;
|mode1=White Label&lt;br /&gt;
|page1=DoDonPachi_DaiOuJou&lt;br /&gt;
|mode2=Black Label&lt;br /&gt;
|page2=DoDonPachi_DaiOuJou_Black_Label&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Despite bosses seemingly normally taking damage even while the bar fills, this bug damage only applies on the Stage 2 boss if it hasn't been hit until after it finishes filling. Stage 4 boss and Hibachi are the only other bosses that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English language for menu's and endings.&lt;br /&gt;
*A maximum of three extra lives can be carried over into the 2nd loop.&lt;br /&gt;
*Conditions for gaining extra lives in the 2nd loop are changed to no-miss AND no-bomb per stage.&lt;br /&gt;
*Rank carries over to the 2nd loop (this can be bypassed by beating the 1-5 boss while a hyper is active).&lt;br /&gt;
*You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Re:Incarnation Arrange Modes==&lt;br /&gt;
&lt;br /&gt;
2023's M2 ShotTriggers release (DoDonPachi Dai-Ou-Jou/Blissful Death Re:Incarnation) adds three different Arrange Modes, which are based on White Label and are 1 loop each. These are new Arrange modes, and do not include the Xbox 360's port X-mode (and Piper doll).&lt;br /&gt;
&lt;br /&gt;
The arrange modes in the M2 STG version ([thanks to Jaimers](https://discord.com/channels/632397247866339347/632398439556317194/1184980557776560128)):&lt;br /&gt;
&lt;br /&gt;
===Arrange S===&lt;br /&gt;
&lt;br /&gt;
* Based on Super Easy mode patterns.&lt;br /&gt;
* You're always in Hyper.&lt;br /&gt;
* Can't use laser or bombs.&lt;br /&gt;
* Shot is very strong but very narrow.&lt;br /&gt;
* Patterns get faster the more lives you have in stock (rank maxes out in stage 2 if you no-miss).&lt;br /&gt;
* You get lives from beating midbosses and bosses (max 20).&lt;br /&gt;
* Concentrating fire on certain medium and big enemies raises the Rinne gauge (not doing that lowers it).&lt;br /&gt;
* Destroying these specific enemies while the Rinne gauge is full makes them drop score items and increases the overall bee multiplier (also resets the gauge).&lt;br /&gt;
* No chaining.&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Bullet cancels actually kinda matter a little bit in this mode.&lt;br /&gt;
&lt;br /&gt;
===Arrange L===&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 1 patterns and chaining system.&lt;br /&gt;
* Lasering medium and big enemies increases the Tensei gauge (not doing that lowers it).&lt;br /&gt;
* Destroy these enemies while the Tensei gauge is full to cancel all bullets on screen (also resets the gauge).&lt;br /&gt;
* The number of cancelled bullets from Tensei gets added to your current chain.&lt;br /&gt;
* Hypers are extremely short, they only last like 6~7 seconds (1/3rd of arcade).&lt;br /&gt;
* No powerup items and you're always at full power (though shot full power is significantly weaker than arcade full power).&lt;br /&gt;
* Hyper gauge increases 3x times faster than arcade, same with bees (a single bee is like a full hyper).&lt;br /&gt;
* Auto-bomb and auto-hyper (auto-hyper only lasts like 3~4 seconds, auto-bomb is weaker).&lt;br /&gt;
* You get lives from beating bosses (max 10).&lt;br /&gt;
* You fight loop 2 Kouryuu and Hibachi at the end.&lt;br /&gt;
* You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
&lt;br /&gt;
===Arrange EX===&lt;br /&gt;
Everything in Arrange L also applies to Arrange EX except for:&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 2 patterns and chaining system (bullets are slower than arcade though).&lt;br /&gt;
* Hypers get collected automatically.&lt;br /&gt;
* You get lives from beating midbosses and bosses (max 20).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=15624</id>
		<title>Shmups Wiki:List of shooting games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=15624"/>
		<updated>2022-03-26T19:16:45Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: Add Mega Typhoon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
This page contains links to every game that we ''currently'' have a wiki page written about in our Library. &lt;br /&gt;
&lt;br /&gt;
If you notice a game is missing, consider '''[[(Template Page)#Creating a new page|starting a page]]'''! ❤️ &lt;br /&gt;
&lt;br /&gt;
A robust list of 100% free-to-play games can be found '''[[Free to Play|here]]'''!&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Developer !! Publisher !! Year !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aeon Zenith]]'' || [[User:Squire Grooktook|Squire Grooktook]] || Squire Grooktook || TBD || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 2]]'' || [[Video System]] || Video System || 1994 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 3]]'' || [[Video System]] || Video System || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akai Katana]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; '''needs content &amp;amp; formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akuu Gallet]] / Air Gallet'' || [[Gazelle]] || Banpresto || 1996 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. Formatting is good so far, but needs content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ALLTYNEX Second]]'' || [[SITER SKAIN]] || Nyu Media || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Fairly new WIP page, needs images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Reloaded]]'' || [[Screambox Studio]] || Screambox Studio || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, missing images and some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Strikers]]'' || [[Screambox Studio]] || Screambox Studio || 2014 || &amp;lt;small&amp;gt;'''⭐''' Stub page and fork of [[AngerForce: Reloaded]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Apare Usapie!]]'' || [[Sorafune Atelier]] || Sorafune Atelier || 2015(?) || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Batrider]]'' || [[Raizing]] || Eighting || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, needs page formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Barrage Fantasia]]'' || [[Hanaji Games]] || Hanaji Games || 2021 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs more info. Controls, scoring and items missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batsugun]]'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Bakraid]]'' || [[Raizing]] || Eighting || 1999 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Gameplay overview and controls are missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Garegga]]'' || [[Raizing]] || Eighting || 1996 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page verified by top players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaynix]]'' || [[zakichi]] || zakichi || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blue Revolver]]'' || [[Stellar Circle]] || Stellar Circle || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[BroodStar]]'' || [[User:Razeal|Razeal]] || Razeal || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bullet Sorceress]]'' || [[DANGER HEART Entertainment]] || DANGER HEART Entertainment || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Celtreos]]'' || [[User:vornaff|Kevin Grant]] || Kevin Grant || 2017 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' '''This wiki page was created by the developer!''' Just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chaos Field]]'' || [[MileStone]] || Able Corporation || 2004 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cho Ren Sha 68K]]'' || [[Koichi Yoshida]] || Koichi Yoshida || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Choujikuu Yousai Macross II]]'' || [[NMK]] || Banpresto || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page. Contains dev team credits + some basic history&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton: Fantastic Night Dreams]]'' || [[Success]] || Success || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton 2: Magical Night Dreams]]'' || [[Success]] || Success || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover]]'' || [[YOTSUBANE]] || YOTSUBANE || 2011 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs mode descriptions. This page is for the original doujin release.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover: World Ignition]] / World EXplosion'' || [[YOTSUBANE]] || Degica Games || 2014 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs mode descriptions. Includes the latest revision.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crisis Wing]]'' || [[Pieslice Productions]] || Pieslice Productions || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dangun Feveron]] / Fever S.O.S.'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs formatting and content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 2]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 3]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2017 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Gaiden]]'' || [[Taito]] || Taito || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Twin]]'' || [[Taito]] || Taito || 1991 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion and formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles Mega Black Label]]'' || [[CAVE]] || AMI || 2008 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi]]'' || [[CAVE]] || Atlus || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu]] / DoDonPachi Resurrection'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;br&amp;gt;'''''Includes information about several releases!'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange A]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange B]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page, verified by top (and frequent) players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label]]'' || [[CAVE]] || AMI || 2010 (?) || &amp;lt;small&amp;gt;'''⭐⭐''' Contains some details on mechanics and gameplay. Needs formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label Arrange]]'' || [[CAVE]] || AMI || 2011 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs some updates to formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.0]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''; could use more images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.5]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs images &amp;amp; some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.51]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Slim on content and formatting, but what's there is good.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou]] White Label'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great content; '''In need of formatting update''', lacking images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou Black Label]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi MAXIMUM]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs '''information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou exA Label]]'' || [[exA Arcadia]] || exA Arcadia || 2020 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dogyuun]]'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DonPachi]]'' || [[CAVE]] || Atlus || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Blaze]]'' || [[Psikyo]] || Psikyo || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Eschatos]]'' || [[Qute]] || Qute || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ESP Ra.De.]]'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda]]'' || [[CAVE]] || AMI || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda II]]'' || [[CAVE]] || AMI || 2005 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[F/A]] / Fighter &amp;amp; Attacker'' || [[Namco]] || Namco || 1992 || &amp;lt;small&amp;gt;'''⭐⭐''' Contains strategy and some starter info. Missing images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Galshell: Blood Red Skies]]'' '''(18+)''' || [[Akiragoya]] || Akiragoya || 2004 || &amp;lt;small&amp;gt;'''⭐''' Borderline empty page. Could use info, formatting, and research. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gemini Wing]]'' || [[Tecmo]] || Tecmo || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing]]'' || [[Takumi]] || Capcom || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Early page with a fair amount of missing content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing 2]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Great Mahou Daisakusen]] / Dimahoo'' || [[Raizing]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird 2]]'' || [[Psikyo]] || Psikyo || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great info, could use a small formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gundemonium]]'' || [[Platine Dispositif]] || Rockin' Android || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page, could use minor formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunroar]]'' || [[Kenta Cho]] || Kenta Cho || ???? || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guwange]]'' || [[CAVE]] || Atlus || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' In a pretty early state. '''Missing formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hacha Mecha Fighter]]'' || [[NMK]] || NMK || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Harmful Park]]'' || [[Sky Think System]] || Sky Think System || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, just missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hellsinker.]]'' || [[Ruminant's Whimper]] || Ruminant's Whimper || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly detailed and well-researched page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hishouzame]]'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ibara]]'' || [[CAVE]] || CAVE || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ikaruga]]'' || [[Treasure]] || Treasure || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' High quality, well-researched page, just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Illmatic Envelope (Illvelo)|Illmatic Envelope]] / Illvelo'' || [[Milestone]] || Milestone || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality, well-researched page! Just missing some minor formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jamestown]]'' || Final Form Games || Batterystaple Games || 2011 || &amp;lt;small&amp;gt;'''⭐⭐''' Low on content, contains template leftovers.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaiju Kite Attack]]'' || PWCA || PWCA || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaikan]]'' || Zakichi || ©-kigekiyahonpo- || 2013 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ketsui: Kizuna Jigoku Tachi]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kyuukyoku Tiger]] / Twin Cobra'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page with some basic info; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lotus Land Story]] / Touhou Gensoukyou'' || [[ZUNsoft]] / [[Amusement Makers]] || Taito || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info, just a tad lean. Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Daisakusen]] / Sorcer Striker'' || [[Raizing]] || Able Corporation || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Lots of good info, but needs page formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent content and formatting update. Still needs work!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mecha Ritz: Steel Rondo]]'' || [[HEY]] || HEY || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mega Typhoon]]'' || Bernhard Braun || Nordlicht EDV-Service || 1996 || &amp;lt;small&amp;gt;'''⭐⭐''' Basic Game info&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || [[Terarin Games]] || Terarin Games || 2022 || &amp;lt;small&amp;gt;'''⭐''' Stub page with basic info&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mountain of Faith]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Muchi Muchi Pork!]]'' || [[CAVE]] || CAVE || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[M.U.S.H.A.]] / Musha Aleste'' || [[Compile]] || Seismic Software Inc. || 1990 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama]]'' || [[CAVE]] || AMI || 2004 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Excellent information detail, just needs formatting. &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari]]'' || [[CAVE]] || AMI || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Extremely detailed page! Just has a few template remainders to get rid of and some minor formatting work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari Black Label]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation STEEL]]'' || [[User:BB|BB]] || BB || 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[OutZone]]'' || [[Toaplan]] || Tecmo || 1990 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly complete page. Featuring an in-depth '''Strategy''' page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[P-47 Aces]]'' || [[NMK]] || Jaleco || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pawarumi]]'' || [[Manufacture 43]] || Manufacture 43 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phoenix]]'' || [[Amstar Electronics]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info and some strategy info. '''Needs expansion and cleanup work.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pink Sweets: Ibara Sorekara]]'' || [[CAVE]] || CAVE || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start, but still needs a bit of cleanup work&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pleasure Hearts]]'' || [[M-KAI]] || M-KAI || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Precious Star]]'' || [[Ever-Juvenile]] || Ever-Juvenile || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, could use more formatting. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Progear no Arashi]]'' || [[CAVE]] || Capcom || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Lots of info here, just needs a formatting pass &amp;amp; organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[QP Shooting - Dangerous!!]]'' || [[Orange Juice]] || Orange Juice || 2014 || &amp;lt;small&amp;gt;'''⭐''' Stub page; still contains many template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy]]'' || [[RS34]] || RS34 || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy Swag]]'' || [[RS34]] || RS34 || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good info, but needs expansion and images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters Jet]]'' || [[Seibu Kaihatsu]] || Seibu Kaihatsu || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Detailed page, but needs formatting update and page organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden IV]]'' || [[MOSS]] || MOSS || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent updates to content and formatting!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RefRain - prism memories -]]'' || [[RebRank]] || Degica Games || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rigid Force Alpha]]'' || [[Com8Com1]] || Com8Com1 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Contains good info. Still many template leftovers on page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || [[Irem]] || Irem || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content great, needs formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Same! Same! Same!]] / Fire Shark'' || [[Toaplan]] || Toaplan || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Schildmaid MX]]'' || [[HitP Studio]] || HitP Studio || 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Fairly robust page, needs some expansion. **Partialy written by the developer!**&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sengoku Ace]] / Samurai Aces'' || [[Psikyo]] || Psikyo || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sexy Parodius]]'' || [[Konami]] || Konami || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shikigami no Shiro 3]] / Castle of Shikigami 3'' || [[AlfaSystem]] || AlfaSystem || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly-detailed page written by frequent players, could use more images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shippu Mahou Daisakusen]] / Kingdom Grand Prix'' || [[Raizing]] || Eighting || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page written by a top player&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shining Shooting Star]] || [[SSS Dev Team]] 雨夜枫雪制作组 || SSS Dev Team雨夜枫雪制作组 || 2016 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page with some images. Needs content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sine Mora]]'' || [[Digital Reality]], [[Grasshopper Manufacture]] || THQ Nordic || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, just needs '''images and some slight reorganization.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sky Adventure]]'' || [[Alpha Denshi]] || ADK || 1989 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Force]]'' || [[Studio Siesta]] || Studio Siesta || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Needs some page reorganization and cleanup&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soukyugurentai]] / Terra Diver'' || [[Raizing]] || Raizing || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Invaders]]'' || [[Taito]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[STELLAVANITY - Prelude to the Destined Calamity -]]'' || [[TRIS-GRAM]] || TRIS-GRAM || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, still has some stubs from the tmeplate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945]]'' || [[Psikyo]] || Psikyo || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content in progress! Needs images, cleanup, fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 II]]'' || [[Psikyo]] || Psikyo || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Very detailed page! Needs formatting cleanup.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 III]] / Strikers 1999'' || [[Psikyo]] || Psikyo || 1999 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content in progress! Needs images, cleanup, fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super XYX]]'' || [[Team Grybanser Fox]] || Team Grybanser Fox || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin]] / Truxton'' || [[Toaplan]] || Toaplan || 1988 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good content. Needs formatting and could use some minor expansion.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin Ou]] / Truxton II'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Force III]]'' || [[Technosoft]] || Technosoft || 1990 || &amp;lt;small&amp;gt;'''⭐''' Solid starter info but could use more fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tiny XEVIVOS]]'' || [[Zakichi]] || Zakichi || 2013 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Transcendpang|TranscendPang]]'' || [[wosderge]] || wosderge || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Incredibly well-detailed page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Trizeal]]'' || [[Triangle Service]] || Taito || 2004 || &amp;lt;small&amp;gt;'''⭐⭐''' Mostly a stub page, but contains some info on mechanics and score strategies. Needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tyrian]]'' || [[Eclipse Software]] || Epic Megagames || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, development history, version differences. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Undefined Fantastic Object]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2009 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[V-V]] / Grind Stormer'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Triggerheart Exelica]]'' || [[Warashi]] || SEGA || 2006 || &amp;lt;small&amp;gt;'''⭐⭐''' Started but still missing a lot of info&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vastynex]]'' || [[Zakichi]] || Zakichi || 2018 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Xyanide]]'' || [[Playlogic]] || Evolved Games || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info, but page is disorganized; '''needs formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zakesta]]'' || [[Zakichi]] || Zakichi || 2021 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZeroRanger]]'' || [[SystemErasure]] || SystemErasure || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Wing]]'' || [[Toaplan]] || Namco || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZOE]]'' || [[User:Retchy|Retchy]] || Retchy || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15623</id>
		<title>Mega Typhoon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15623"/>
		<updated>2022-03-26T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: Gameplay Overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mega Typhoon&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = MegaTyphoonAmigaBoxArt.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Nordlicht EDV-Service&lt;br /&gt;
|music = Tobias Hirsch&lt;br /&gt;
|program = Bernhard Braun&lt;br /&gt;
|art = Guido Kehrle, Bernhard Braun, Udo Drüke&lt;br /&gt;
|releasedate = 1996&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mega Typhoon ==&lt;br /&gt;
&lt;br /&gt;
Mega Typhoon is a vertical Shmup for the Commodore Amiga. It runs on OCS/ECS Amigas if they have at least 1 MB of RAM and Kickstart 2.0, like the stock Amiga 600.&lt;br /&gt;
&lt;br /&gt;
It calls itself &amp;quot;The fastest arcade action game ever made for the Amiga Computer&amp;quot; on the title screen, and its speed makes it stand out on a platform that is usually known for much slower paced Shmups.&lt;br /&gt;
&lt;br /&gt;
Contemporary review scores were in the 70%-75% range.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''Mission: Destroy them all'''&lt;br /&gt;
&lt;br /&gt;
The game has 4 stages with bosses at the end of each, with no second loop or hidden boss/TLB. An extra life is awarded at 100,000 points, a second one at 200,000 points. Additional extra lives can drop as items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''Fire:''' Shoot your gun&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''P:''' Pause&lt;br /&gt;
* '''ESCape:''' Abort Mission&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=180px&amp;gt;&lt;br /&gt;
File:MegaTyphoonTitleScreen.png|Title Screen&lt;br /&gt;
File:MegaTyphoonHowToPlay.png|How to Play&lt;br /&gt;
File: MegaTyphoonInGame.png|In-Game&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=m-iapekmpng Longplay by Lemm from World of Longplays]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [https://www.mobygames.com/game/amiga/mega-typhoon MobyGames]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bomb mechanic]]&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15622</id>
		<title>Mega Typhoon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15622"/>
		<updated>2022-03-26T19:02:45Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mega Typhoon&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = MegaTyphoonAmigaBoxArt.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Nordlicht EDV-Service&lt;br /&gt;
|music = Tobias Hirsch&lt;br /&gt;
|program = Bernhard Braun&lt;br /&gt;
|art = Guido Kehrle, Bernhard Braun, Udo Drüke&lt;br /&gt;
|releasedate = 1996&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mega Typhoon ==&lt;br /&gt;
&lt;br /&gt;
Mega Typhoon is a vertical Shmup for the Commodore Amiga. It runs on OCS/ECS Amigas if they have at least 1 MB of RAM and Kickstart 2.0, like the stock Amiga 600.&lt;br /&gt;
&lt;br /&gt;
It calls itself &amp;quot;The fastest arcade action game ever made for the Amiga Computer&amp;quot; on the title screen, and its speed makes it stand out on a platform that is usually known for much slower paced Shmups.&lt;br /&gt;
&lt;br /&gt;
Contemporary review scores were in the 70%-75% range.&lt;br /&gt;
&lt;br /&gt;
The game has 4 stages with bosses at the end of each, with no second loop or hidden boss/TLB.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=180px&amp;gt;&lt;br /&gt;
File:MegaTyphoonTitleScreen.png|Title Screen&lt;br /&gt;
File:MegaTyphoonHowToPlay.png|How to Play&lt;br /&gt;
File: MegaTyphoonInGame.png|In-Game&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=m-iapekmpng Longplay by Lemm from World of Longplays]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [https://www.mobygames.com/game/amiga/mega-typhoon MobyGames]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15621</id>
		<title>Mega Typhoon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15621"/>
		<updated>2022-03-26T18:52:24Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: Add headers according to Template Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mega Typhoon&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = MegaTyphoonAmigaBoxArt.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Nordlicht EDV-Service&lt;br /&gt;
|music = Tobias Hirsch&lt;br /&gt;
|program = Bernhard Braun&lt;br /&gt;
|art = Guido Kehrle, Bernhard Braun, Udo Drüke&lt;br /&gt;
|releasedate = 1996&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mega Typhoon ==&lt;br /&gt;
&lt;br /&gt;
Mega Typhoon is a vertical Shmup for the Commodore Amiga. It runs on OCS/ECS Amigas if they have at least 1 MB of RAM and Kickstart 2.0, like the stock Amiga 600.&lt;br /&gt;
&lt;br /&gt;
It calls itself &amp;quot;The fastest arcade action game ever made for the Amiga Computer&amp;quot; on the title screen, and its speed makes it stand out on a platform that is usually known for much slower paced Shmups.&lt;br /&gt;
&lt;br /&gt;
Contemporary review scores were in the 70%-75% range.&lt;br /&gt;
&lt;br /&gt;
The game has 4 stages with bosses at the end of each, with no second loop or hidden boss/TLB.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=180px&amp;gt;&lt;br /&gt;
File:MegaTyphoonTitleScreen.png|Title Screen&lt;br /&gt;
File:MegaTyphoonHowToPlay.png|How to Play&lt;br /&gt;
File: MegaTyphoonInGame.png|In-Game&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=m-iapekmpng Longplay by Lemm from World of Longplays]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [https://www.mobygames.com/game/amiga/mega-typhoon MobyGames]&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15620</id>
		<title>Mega Typhoon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15620"/>
		<updated>2022-03-26T18:49:26Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mega Typhoon&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = MegaTyphoonAmigaBoxArt.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Nordlicht EDV-Service&lt;br /&gt;
|music = Tobias Hirsch&lt;br /&gt;
|program = Bernhard Braun&lt;br /&gt;
|art = Guido Kehrle, Bernhard Braun, Udo Drüke&lt;br /&gt;
|releasedate = 1996&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mega Typhoon is a vertical Shmup for the Commodore Amiga. It runs on OCS/ECS Amigas if they have at least 1 MB of RAM and Kickstart 2.0, like the stock Amiga 600.&lt;br /&gt;
&lt;br /&gt;
It calls itself &amp;quot;The fastest arcade action game ever made for the Amiga Computer&amp;quot; on the title screen, and its speed makes it stand out on a platform that is usually known for much slower paced Shmups.&lt;br /&gt;
&lt;br /&gt;
Contemporary review scores were in the 70%-75% range.&lt;br /&gt;
&lt;br /&gt;
The game has 4 levels with bosses at the end of each, with no second loop or hidden boss/TLB.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=180px&amp;gt;&lt;br /&gt;
File:MegaTyphoonTitleScreen.png|Title Screen&lt;br /&gt;
File:MegaTyphoonHowToPlay.png|How to Play&lt;br /&gt;
File: MegaTyphoonInGame.png|In-Game&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=m-iapekmpng Longplay by Lemm from World of Longplays]&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [https://www.mobygames.com/game/amiga/mega-typhoon MobyGames]&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15619</id>
		<title>Mega Typhoon</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mega_Typhoon&amp;diff=15619"/>
		<updated>2022-03-26T18:44:50Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: Initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mega Typhoon&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = MegaTyphoonAmigaBoxArt.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Nordlicht EDV-Service&lt;br /&gt;
|music = Tobias Hirsch&lt;br /&gt;
|program = Bernhard Braun&lt;br /&gt;
|art = Guido Kehrle, Bernhard Braun, Udo Drüke&lt;br /&gt;
|releasedate = 1996&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mega Typhoon is a vertical Shmup for the Commodore Amiga. It runs even on OCS/ECS Amigas if they have at least 1 MB of RAM and Kickstart 2.0, like the stock Amiga 600.&lt;br /&gt;
&lt;br /&gt;
It calls itself &amp;quot;The fastest arcade action game ever made for the Amiga Computer&amp;quot; on the title screen, and it's speed makes it stand out on a platform that is usually known for much slower paced Shmups.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=180px&amp;gt;&lt;br /&gt;
File:MegaTyphoonTitleScreen.png|Title Screen&lt;br /&gt;
File:MegaTyphoonHowToPlay.png|How to Play&lt;br /&gt;
File: MegaTyphoonInGame.png|In-Game&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=m-iapekmpng Longplay by Lemm from World of Longplays]&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [https://www.mobygames.com/game/amiga/mega-typhoon MobyGames]&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MegaTyphoonInGame.png&amp;diff=15618</id>
		<title>File:MegaTyphoonInGame.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MegaTyphoonInGame.png&amp;diff=15618"/>
		<updated>2022-03-26T18:37:46Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MegaTyphoonHowToPlay.png&amp;diff=15617</id>
		<title>File:MegaTyphoonHowToPlay.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MegaTyphoonHowToPlay.png&amp;diff=15617"/>
		<updated>2022-03-26T18:32:47Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MegaTyphoonTitleScreen.png&amp;diff=15616</id>
		<title>File:MegaTyphoonTitleScreen.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MegaTyphoonTitleScreen.png&amp;diff=15616"/>
		<updated>2022-03-26T18:29:48Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MegaTyphoonAmigaBoxArt.png&amp;diff=15615</id>
		<title>File:MegaTyphoonAmigaBoxArt.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MegaTyphoonAmigaBoxArt.png&amp;diff=15615"/>
		<updated>2022-03-26T18:20:25Z</updated>

		<summary type="html">&lt;p&gt;MenhirMike: Box Art for Mega Typhoon on the Amiga, released in 1996 by Nordlicht EDV Service&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Box Art for Mega Typhoon on the Amiga, released in 1996 by Nordlicht EDV Service&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game cover}}&lt;/div&gt;</summary>
		<author><name>MenhirMike</name></author>
		
	</entry>
</feed>