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		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=4166</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=4166"/>
		<updated>2020-08-25T19:11:39Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware [[doujin]] game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] or DRM-free on the [https://www.hanaji.com/mecha-ritz official site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the time requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes/Switches weapon type when playing CBP training&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the time drop to 0. If the time ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
There are multiple aspects to scoring in Mecha Ritz: Steel Rondo, with the most the prominent one being '''speed killing'''. When an enemy is destroyed, a bit of text will appear which determines the '''multiplier''' applied on the enemy's point value. The possible values from highest to lowest are: '''Grande (Flashing), Grande, Tall and Short'''. In order to get the '''highest multiplier, you must destroy the enemy before the timer (usually located at the bottom right of the enemy) expires'''.&lt;br /&gt;
&lt;br /&gt;
Also throughout the stages, are green item carriers. Upon destroying one, it will drop a '''Bonus item''', which will give '''8000, 5000 or 2000 points''' depending on how close you are when destroying the carrier.&lt;br /&gt;
&lt;br /&gt;
Emptying a boss' healthbar before the timer runs out will give you a '''time bonus''' of '''10,000 points (100,000 points for the TLB)'''.&lt;br /&gt;
&lt;br /&gt;
Located on different parts of each boss, are circles that increases in size the closer you are to them. They will flash white upon damaging them and destroying them will give you a '''destruction bonus''' which '''varies from 1000-5000 points each'''.&lt;br /&gt;
&lt;br /&gt;
At the end of each stage, you will be rewarded with an end stage bonus which gives you more points depending on your resources. The formula used is:&lt;br /&gt;
&lt;br /&gt;
 Left = (current amount of lives + 1) * 50&lt;br /&gt;
 Bomb = current amount of bombs x 10&lt;br /&gt;
 Shield = current amount of shields x 20&lt;br /&gt;
 Basis Point = Left + Bomb + Shield&lt;br /&gt;
 Multiplier = current Rank value + current Time left&lt;br /&gt;
 '''Clear Bonus = Basis Point x Multiplier'''&lt;br /&gt;
&lt;br /&gt;
The B variant TLB's final attack has orbiting circles that cancel bullets around when shot and also give a ton of points when activated. This pattern can be milked by remaining on either the left or right side of the screen and shooting the circles while avoiding the boss. The circles give a ton of points and can be milked for '''~ 5 million points''' if done right.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''(Taken from the Steam Store description for the game)''&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to an error made in the latest patch, the boss info screens are always in Chinese no matter what language you choose.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3394</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3394"/>
		<updated>2020-07-30T23:50:59Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] or DRM-free on the [https://www.hanaji.com/mecha-ritz official site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes/Switches weapon type when playing CBP training&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''(Taken from the Steam Store description for the game)''&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to an error made in the latest patch, the boss info screens are always in Chinese no matter what language you choose.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3393</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3393"/>
		<updated>2020-07-30T22:50:25Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] or DRM-free on the [https://www.hanaji.com/mecha-ritz official site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''(Taken from the Steam Store description for the game)''&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to an error made in the latest patch, the boss info screens are always in Chinese no matter what language you choose.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3392</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3392"/>
		<updated>2020-07-30T22:42:36Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] or DRM-free on the [https://www.hanaji.com/mecha-ritz official site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''(Taken from the Steam Store description for the game)''&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3391</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3391"/>
		<updated>2020-07-30T22:39:32Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: Replaced content with &amp;quot;Yes, I made another account because I lost the password to my previous one  i actually play DFK 1.51  &amp;lt;gallery&amp;gt; File:608090249603710978.png|↑ seal [unconfirmed, any1 kno...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3390</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=3390"/>
		<updated>2020-07-30T22:39:18Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: Created page with &amp;quot;== Mecha Ritz: Steel Rondo == center left Mecha Ritz: Steel Rondo is the upgraded commercial version of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] or DRM-free on the [https://www.hanaji.com/mecha-ritz official site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''(Taken from the Steam Store description for the game)''&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3389</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3389"/>
		<updated>2020-07-30T22:38:37Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] or DRM-free on the [https://www.hanaji.com/mecha-ritz official site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''(Taken from the Steam Store description for the game)''&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Choice.png&amp;diff=3388</id>
		<title>File:Choice.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Choice.png&amp;diff=3388"/>
		<updated>2020-07-30T22:37:14Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mecha ritz stage choice&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Gal4.png&amp;diff=3386</id>
		<title>File:Gal4.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Gal4.png&amp;diff=3386"/>
		<updated>2020-07-30T22:30:02Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gal4&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Gal3.png&amp;diff=3385</id>
		<title>File:Gal3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Gal3.png&amp;diff=3385"/>
		<updated>2020-07-30T22:29:42Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gal3&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Gal2.png&amp;diff=3383</id>
		<title>File:Gal2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Gal2.png&amp;diff=3383"/>
		<updated>2020-07-30T22:28:52Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gal2&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Gal1.png&amp;diff=3382</id>
		<title>File:Gal1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Gal1.png&amp;diff=3382"/>
		<updated>2020-07-30T22:27:47Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gal1&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:20200730181308_1.jpg&amp;diff=3381</id>
		<title>File:20200730181308 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:20200730181308_1.jpg&amp;diff=3381"/>
		<updated>2020-07-30T22:24:15Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gallery 1&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Carriers.png&amp;diff=3376</id>
		<title>File:Carriers.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Carriers.png&amp;diff=3376"/>
		<updated>2020-07-30T21:59:27Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;item carriers&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3375</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3375"/>
		<updated>2020-07-30T21:52:32Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|left]]&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
TBA: Images and how much rank each item gives.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MechaRitzHud.png&amp;diff=3374</id>
		<title>File:MechaRitzHud.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MechaRitzHud.png&amp;diff=3374"/>
		<updated>2020-07-30T21:49:19Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mecha Ritz Hud&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MechaTitle.png&amp;diff=3373</id>
		<title>File:MechaTitle.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MechaTitle.png&amp;diff=3373"/>
		<updated>2020-07-30T21:45:01Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mecha ritz title&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Mecharitzlogo.png&amp;diff=3372</id>
		<title>File:Mecharitzlogo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Mecharitzlogo.png&amp;diff=3372"/>
		<updated>2020-07-30T21:42:12Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mecha Ritz Logo&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3370</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3370"/>
		<updated>2020-07-30T20:39:18Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
TBA: Images and how much rank each item gives.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3369</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3369"/>
		<updated>2020-07-30T20:26:42Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
TBA: Images and how much rank each item gives.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3368</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3368"/>
		<updated>2020-07-30T20:25:50Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
TBA: Images and how much rank each item gives.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBA&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
TBA&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3367</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3367"/>
		<updated>2020-07-30T20:24:55Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
TBA: Images and how much rank each item gives.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
TBA&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBA&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
TBA&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3366</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3366"/>
		<updated>2020-07-30T20:09:58Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
TBA: Images and how much rank each item gives.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types and endurance. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3362</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3362"/>
		<updated>2020-07-30T18:50:43Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3361</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3361"/>
		<updated>2020-07-30T18:48:11Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3360</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3360"/>
		<updated>2020-07-30T18:41:14Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho).&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
(Image TBA)&lt;br /&gt;
&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time from doing multiple runs of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3356</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3356"/>
		<updated>2020-07-30T16:50:40Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page (rough WIP):&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Tap):''' Fires the mecha's standard shot&lt;br /&gt;
* '''A (Hold):''' Fires the mecha's focused shot&lt;br /&gt;
* '''B:''' Activates the mecha's bomb&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho)&lt;br /&gt;
* '''A+B+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game)&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused)&lt;br /&gt;
* '''Esc:''' Exits the game&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3355</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3355"/>
		<updated>2020-07-30T16:45:18Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page:&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Tap):''' Fires the mecha's standard shot&lt;br /&gt;
* '''A (Hold):''' Fires the mecha's focused shot&lt;br /&gt;
* '''B:''' Activates the mecha's bomb&lt;br /&gt;
* '''C:''' Skips cutscenes (iirc switches weapon type in CBP training will need to confirm tho)&lt;br /&gt;
* '''A+B+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game)&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused)&lt;br /&gt;
* '''Esc:''' Exits the game&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3354</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3354"/>
		<updated>2020-07-30T16:35:24Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page:&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Tap):''' Fires the mecha's standard shot&lt;br /&gt;
* '''A (Hold):''' Fires the mecha's focused shot&lt;br /&gt;
* '''B:''' Activates the mecha's bomb&lt;br /&gt;
* '''C:''' Skips cutscenes (Unused in-game except for self-destruct)&lt;br /&gt;
* '''A+B+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game)&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused)&lt;br /&gt;
* '''Esc:''' Exits the game&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3353</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3353"/>
		<updated>2020-07-30T16:33:23Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* idk what to name this */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page:&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Tap):''' Fires the mecha's standard shot&lt;br /&gt;
* '''A (Hold):''' Fires the mecha's focused shot&lt;br /&gt;
* '''B:''' Activates the mecha's bomb&lt;br /&gt;
* '''C:''' Skips cutscenes (Unused in-game except for self-destruct)&lt;br /&gt;
* '''A+B+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game)&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused)&lt;br /&gt;
* '''Esc:''' Exits the game&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3352</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3352"/>
		<updated>2020-07-30T16:32:13Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Stage Branches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page:&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Tap):''' Fires the mecha's standard shot&lt;br /&gt;
* '''A (Hold):''' Fires the mecha's focused shot&lt;br /&gt;
* '''B:''' Activates the mecha's bomb&lt;br /&gt;
* '''C:''' Skips cutscenes (Unused in-game except for self-destruct)&lt;br /&gt;
* '''A+B+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game)&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused)&lt;br /&gt;
* '''Esc:''' Exits the game&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== idk what to name this ===&lt;br /&gt;
----&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3351</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3351"/>
		<updated>2020-07-30T16:31:48Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page:&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the timer requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Tap):''' Fires the mecha's standard shot&lt;br /&gt;
* '''A (Hold):''' Fires the mecha's focused shot&lt;br /&gt;
* '''B:''' Activates the mecha's bomb&lt;br /&gt;
* '''C:''' Skips cutscenes (Unused in-game except for self-destruct)&lt;br /&gt;
* '''A+B+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game)&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while game is paused)&lt;br /&gt;
* '''Esc:''' Exits the game&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stage Branches ===&lt;br /&gt;
----&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce. Veloce can only be reached if the player can reach the final stage without having the timer drop to 0. If the timer ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3346</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=3346"/>
		<updated>2020-07-30T15:58:04Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently working on Mecha Ritz Page:&lt;br /&gt;
&lt;br /&gt;
== Mecha Ritz: Steel Rondo ==&lt;br /&gt;
(Images TBA)&lt;br /&gt;
Mecha Ritz: Steel Rondo is the upgraded commercial version of the freeware doujin game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz is a simple two button game with '''12 playable mechas''' (4 available from the start, 2 are unlockable and 6 unlockable extra variants of each ship)&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3326</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3326"/>
		<updated>2020-07-29T19:12:09Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu. (NOTE: This menu is inaccessible in the x68000 version)&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=3325</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=3325"/>
		<updated>2020-07-29T19:10:08Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: started working on scoring section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu Ver1.5]] made for the 2010 Cave Matsuri. It was never released for arcades but became accessible to the public after its release as DLC for the X360 port and came bundled with the PC port. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways, although, '''auto-bombing has an increased cost of 2 bombs.'''&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* Second loop has been removed; Player will always face Golden Disaster after Stage 5. Hibachi can be faced as well but has requirements&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both)&lt;br /&gt;
* Bees only give 100pts no matter what color they are when collected &lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge&lt;br /&gt;
* Hyper rank now scales up to 9&lt;br /&gt;
* Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
* Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
* Hyper rank resets after stage completion&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Multiplied per laser being countered.&lt;br /&gt;
* Bombs temporarily increases the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port)&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper)&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy has been significantly lowered&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience]&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb)&lt;br /&gt;
* Bomb items now completely refill bomb stock&lt;br /&gt;
* Combo gauge no longer breaks if hyper gauge is full (will still break upon death)&lt;br /&gt;
* Full hyper gauge multiplier has been completely removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring is where this mode truly differs from 1.5. While it uses 1.5 as a foundation for its scoring system, 1.51 is drastically different when playing for score. This mainly comes from the fact that bombing not only keeps your chain going, but also gives you points based on your current GP value (the number that has a plus sign before it) as long as it is damaging an enemy. This is also '''multiplied''' when the bomb is countering lasers. Laser enemies tend to be weak, so players usually save their bombs for bosses as they also have more health and shoot a numerous amount of lasers. Bomb pickups also completely refill your bomb stock, so try and delay picking it up to be able to bomb the boss even more times.&lt;br /&gt;
&lt;br /&gt;
Also returning from 1.5, is the maximum bonus. The maximum bonus continuously gives you points as long as you have it (outside of boss battles). In 1.51, due to the increase in the amount of bombs the player can pick up, the limit for the maximum bonus' mutliplier has been increased to x50 [Editor's note: unconfirmed, will have to double-check the limit in-game]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3324</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=3324"/>
		<updated>2020-07-29T18:10:57Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: Adding a few elaborations and corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cho Ren Sha 68K ==&lt;br /&gt;
[[File:CRS68K Logo.jpg|center]]&lt;br /&gt;
[[File:CRS68K side art.jpg|250px|left]]&lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K is a vertical shoot 'em up game that has remained popular since the game's initial release and has been referenced in different games such as Graze Counter and ZeroRanger.  The game started development on the Sharp X68000 home computer due to the popularity of doujin games for the system and had it's initial release at the 1995 Comiket.  Cho Ren Sha 68K became popular enough to eventually see a port to the Windows Operating System in 2001.  The game has continued to receive updates occasionally, with the latest update in 2017 making the game more compatible with Windows 10 machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Fire:''' Tapping the Fire button will unleash a couple of shot volleys with a semi-auto rate, meaning you can tap the fire button at a slower speed to get the full shot speed.&lt;br /&gt;
* '''Bomb:''' This uses up one of the bombs in the player's possession, deals a lot of damage, and grants invincibility during the bomb duration.  It is worth noting that the further away an enemy is from a bomb, the less damage the bomb will do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
The player ship &amp;quot;Zanki&amp;quot; is equipped only with a vulcan set of shots with one forward-firing shot and side shots that fan forward to outward.  There are 5 levels of power which will increase shot frequency and damage for each powerup collected.  If the player ship is destroyed, they are reset to power level 1.  The ship can also use any bombs that are picked up along the way to destroy enemies more quickly and to grant temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CRS Items.png|100px|thumb|left]]&lt;br /&gt;
Items in Cho Ren Sha 68K come in the form of a triangle shaped drop that powerup carrier ships will leave behind when destroyed.  There are three possible pickups in this triangle:&lt;br /&gt;
*'''Powerup:''' Raises power level by 1 or gives excess points if at max power.&lt;br /&gt;
*'''Bomb:''' Increases bomb stock by 1 or gives excess points if the player already has 5 bombs in stock.&lt;br /&gt;
*'''Shield:''' Grants a shield or gives excess points if the player has a shield already.&lt;br /&gt;
&lt;br /&gt;
If the player manages to get inside the triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible pickup within that triangle (1ups included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CRS 1up.png|40px|left]]&lt;br /&gt;
*1up: For every 1 million points earned, the following shield item that appears (when the player already has a shield equipped) will instead be a 1up.  If the player accidentally collects another powerup or the 1up flies offscreen, it is gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
There is a 2nd loop with no requirements except to complete stage 0, continues can be used. The second loop introduces suicide bullets where killing an enemy will cause it to shoot bullets upon death. At the end of loop 2, a True Last Boss will emerge from the wreckage of the stage 0 boss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The most significant aspect of Cho Ren Sha 68K involves the scoring system.  The player has to take risks to fly directly inside item triangles and remain inside them long enough to get the best rewards.  It is a tricky technique to get down consistently and while in the middle of the action as well.&lt;br /&gt;
&lt;br /&gt;
End stage bonuses are also responsible for a lot of points:&lt;br /&gt;
*Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
*Shield Bonus: 50,000 if the Zanki has a shield up during the end stage tally.&lt;br /&gt;
*Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*Cho Ren sha 68K strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles will lead to point bonuses that will increase exponentially per item pickup.  This means ANY item picked up with the indicated item at max capacity already (firepower, bomb stock, active shield) will increase the excess point value of all pickups, capping out at 25,600 points per item.  Excess item bonuses are as follows: 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600.  This means that when successfully performing a triple item pickup with max power, 5 bombs, and an active shield the player will increase the excess value three amounts and at max value you can earn 76,800 points per item triangle.  The item bonus is reset if the player ever loses a ship.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 features special bonus enemies that come slowly from the bottom two corners of the screen and will fire destructible spinners when weakened that are worth 1000 points each.  It is very lucrative early score to weaken these enemies to low health and try to keep them alive while destroying all the spinners they shoot out.  These enemies will only come out if you ensure that you kill all the enemies in the stage before them as soon as possible, so you will have to point blank a couple big enemies to ensure that they will spawn.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 boss has a special bonus with debris that it leaves behind when destroyed.  Bombing this debris grants a lot of bonus points not normally attainable by just firing.  Optimally there is a strategy to lightly damage the two parts of the boss and then stop firing. The boss then needs to have it's attacks directed so that it shoots both of it's opposing parts itself so that when they both get destroyed, one bomb will provide maximum point gain possible from the debris they will both release.&lt;br /&gt;
&lt;br /&gt;
*Stage end bonuses further emphasize the importance of never dying and being careful with bombs as much as possible.   Since there is no cap on number of lives a player earns, later in the game the player can potentially earn over 1 Million points in end stage bonuses alone.  This can lead to lots of 1ups in the later part of the game further expediting score gains.&lt;br /&gt;
&lt;br /&gt;
*Anytime the player picks up an item, they are given about 1.5 seconds of invincibility.  During this time, the player can fly into enemies for additional damage before the invincibility wears off.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Cho Ren Sha 68K was first developed for the X68000 by Koichi Yoshida, who said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game.  While creating the game, Koichi wanted the game to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as Batsugun and Truxton II.  He ultimately settled for a semiauto shot, where pressing the Fire button once releases a couple shot volleys and tapping the button slowly would still produce a standard rate of fire. &lt;br /&gt;
&lt;br /&gt;
Cho Ren Sha 68K saw an initial release in 1995 for the X68000 Sharp system.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS.  In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines.  In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 1995 Doujin Release for Sharp X68000 home computer. &lt;br /&gt;
* '''1.00:''' Completed and released as 1.00 in 1998. &lt;br /&gt;
* '''1.01:''' Windows ports&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support &lt;br /&gt;
# 2005: Update for 1.01 which added a Hard difficulty and various bug fixes&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakusi Menu: ''' In the main menu within the config screen, holding UP for 4 seconds will reveal the Kakusi Menu.  There are several options to toggle here with varying effects.  Holding UP for 4 seconds again brings back the default config menu.&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Invincibility&lt;br /&gt;
#STAGE: 1-7 will pick stages 1 through 0, while setting the digit to F and then hitting Continue in the main menu will let you play Show Time.&lt;br /&gt;
#ACCHO: 0-7 will determine which loop you start the game on.  The normal game only has 2 loops and later loops wouldn't be seen unless the player Continued after beating loops 1 and 2 in a real game.&lt;br /&gt;
#TD_SPEED: Bullet enemy speed&lt;br /&gt;
#JK_SPEED: Player movement speed&lt;br /&gt;
#BOSSONLY: Skip stages and only fight bosses.  The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Will show various information such as enemy values when destroyed based on the setting of this value.&lt;br /&gt;
#KASEGI: Cannot be changed and does nothing.&lt;br /&gt;
&lt;br /&gt;
*'''Show Time''': A special boss rush of three bosses alternating infinitely.  The bosses use different attacks than what they would use in the normal game and one boss makes an appearance which does not appear in the main game at all.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as a free download on Koichi Yoshida's website: http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRSG1.png|thumb]] || [[File:CRSG2.png|thumb]] || [[File:CRSOST1.jpg|thumb]] || [[File:CRSOST2.jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'' [http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html]: http://www2.tky.3web.ne.jp/~yosshin/my_works/postmortem.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2716</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2716"/>
		<updated>2020-07-14T22:29:34Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu Ver1.5]] made for the 2010 Cave Matsuri. It was never released for arcades but became accessible to the public after its release as DLC for the X360 port and came bundled with the PC port. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* Second loop has been removed; Player will always face Golden Disaster after Stage 5. Hibachi can be faced as well but has requirements&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both)&lt;br /&gt;
* Bees only give 100pts no matter what color they are when collected &lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge&lt;br /&gt;
* Hyper rank now scales up to 9&lt;br /&gt;
* Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
* Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
* Hyper rank resets after stage completion&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Multiplied per laser being countered.&lt;br /&gt;
* Bombs temporarily increases the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port)&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper)&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy has been significantly lowered&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience]&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb)&lt;br /&gt;
* Bomb items now completely refill bomb stock&lt;br /&gt;
* Combo gauge no longer breaks if hyper gauge is full (will still break upon death)&lt;br /&gt;
* Full hyper gauge multiplier has been completely removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
spam bombs, get score&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2715</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2715"/>
		<updated>2020-07-14T22:28:22Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* DoDonPachi DaiFukkatsu Ver1.51 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu Ver1.5]] made for the 2010 Cave Matsuri. It was never released for arcades but became accessible to the public after its release as DLC for the X360 port and came bundled with the PC port. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
From here on out, this version of the game will be referred to as '''DFK 1.51'''.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* Second loop has been removed; Player will always face Golden Disaster after Stage 5. Hibachi can be faced as well but has requirements&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both)&lt;br /&gt;
* Bees only give 100pts no matter what color they are when collected &lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge&lt;br /&gt;
* Hyper rank now scales up to 9&lt;br /&gt;
* Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
* Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
* Hyper rank resets after stage completion&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Multiplied per laser being countered.&lt;br /&gt;
* Bombs temporarily increases the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port)&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper)&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy has been significantly lowered&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience]&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb)&lt;br /&gt;
* Bomb items now completely refill bomb stock&lt;br /&gt;
* Combo gauge no longer breaks if hyper gauge is full (will still break upon death)&lt;br /&gt;
* Full hyper gauge multiplier has been completely removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
spam bombs, get score&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2714</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2714"/>
		<updated>2020-07-14T22:19:53Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu Ver1.5]] made for the 2010 Cave Matsuri. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
From here on out, this version of the game will be referred to as '''DFK 1.51'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* Second loop has been removed; Player will always face Golden Disaster after Stage 5. Hibachi can be faced as well but has requirements&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both)&lt;br /&gt;
* Bees only give 100pts no matter what color they are when collected &lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge&lt;br /&gt;
* Hyper rank now scales up to 9&lt;br /&gt;
* Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
* Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
* Hyper rank resets after stage completion&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Multiplied per laser being countered.&lt;br /&gt;
* Bombs temporarily increases the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port)&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper)&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy has been significantly lowered&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience]&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb)&lt;br /&gt;
* Bomb items now completely refill bomb stock&lt;br /&gt;
* Combo gauge no longer breaks if hyper gauge is full (will still break upon death)&lt;br /&gt;
* Full hyper gauge multiplier has been completely removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
spam bombs, get score&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2713</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2713"/>
		<updated>2020-07-14T22:18:51Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* References &amp;amp; Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu ver1.5]] made for the 2010 Cave Matsuri. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
From here on out, this version of the game will be referred to as '''DFK 1.51'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* Second loop has been removed; Player will always face Golden Disaster after Stage 5. Hibachi can be faced as well but has requirements&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both)&lt;br /&gt;
* Bees only give 100pts no matter what color they are when collected &lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge&lt;br /&gt;
* Hyper rank now scales up to 9&lt;br /&gt;
* Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
* Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
* Hyper rank resets after stage completion&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Multiplied per laser being countered.&lt;br /&gt;
* Bombs temporarily increases the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port)&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper)&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy has been significantly lowered&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience]&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb)&lt;br /&gt;
* Bomb items now completely refill bomb stock&lt;br /&gt;
* Combo gauge no longer breaks if hyper gauge is full (will still break upon death)&lt;br /&gt;
* Full hyper gauge multiplier has been completely removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
spam bombs, get score&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2712</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=2712"/>
		<updated>2020-07-14T22:17:35Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: Created page with &amp;quot;==  DoDonPachi DaiFukkatsu Ver1.51  == center left  DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu ver1.5]] made for the 2010 Cave Matsuri. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
From here on out, this version of the game will be referred to as '''DFK 1.51'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* Second loop has been removed; Player will always face Golden Disaster after Stage 5. Hibachi can be faced as well but has requirements&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both)&lt;br /&gt;
* Bees only give 100pts no matter what color they are when collected &lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge&lt;br /&gt;
* Hyper rank now scales up to 9&lt;br /&gt;
* Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
* Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
* Hyper rank resets after stage completion&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Multiplied per laser being countered.&lt;br /&gt;
* Bombs temporarily increases the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port)&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper)&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy has been significantly lowered&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience]&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb)&lt;br /&gt;
* Bomb items now completely refill bomb stock&lt;br /&gt;
* Combo gauge no longer breaks if hyper gauge is full (will still break upon death)&lt;br /&gt;
* Full hyper gauge multiplier has been completely removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
spam bombs, get score&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page created and information researched by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:20200714171919_2.png&amp;diff=2711</id>
		<title>File:20200714171919 2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:20200714171919_2.png&amp;diff=2711"/>
		<updated>2020-07-14T21:24:42Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ver1.51 title screen&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:20200714171919_1.png&amp;diff=2710</id>
		<title>File:20200714171919 1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:20200714171919_1.png&amp;diff=2710"/>
		<updated>2020-07-14T21:22:31Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ver 1.51&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=970</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=970"/>
		<updated>2020-06-18T18:55:30Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Loop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A==&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot'''.''&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=969</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=969"/>
		<updated>2020-06-18T18:55:24Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Loop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A==&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot'''.''&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=968</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=968"/>
		<updated>2020-06-18T18:53:28Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Auto-fire rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A==&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot'''.''&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
==L==&lt;br /&gt;
===Loop===&lt;br /&gt;
A successful completion of all of a shmup’s levels that are available for one “trip” through the game, from beginning to end. The term “loop” is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run . Sometimes “loops” which occur after the initial trip through the game will only require the player to progress through a limited portion of the game’s total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The R-Type games are the most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-infinite) sources of points which are present: in most cases, this involves leaving the enemy alive for as long as is possible, rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional “unorthodox” actions (such as suicide or power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, if there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust the game’s difficulty in accordance with the player’s performance: for example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which “shards” or “chunks” of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
* Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player’s advantage by giving him more time to react to what’s going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=518</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=518"/>
		<updated>2020-06-01T14:14:33Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|↑ seal [unconfirmed, any1 kno if real?]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=517</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=517"/>
		<updated>2020-06-01T14:13:21Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&lt;br /&gt;
i actually play DFK 1.51&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|me = idiot 1.51 baka label&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu&amp;diff=516</id>
		<title>DoDonPachi DaiFukkatsu</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu&amp;diff=516"/>
		<updated>2020-06-01T14:11:21Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: /* Ver 1.51 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[DoDonPachi DaiFukkatsu]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
[[DoDonPachi DaiFukkatsu |DoDonPachi Dai-Fukkatsu]] &amp;lt;small&amp;gt;(JP: 怒首領蜂 大復活, abbreviation: '''DFK''', localized in the West as '''''DoDonPachi Resurrection''''')&amp;lt;/small&amp;gt; is the fifth game developed in the ''[[:Category:DonPachi series|DonPachi series]]'' of games, the fourth developed by [[CAVE]]. Released in 2008, it was originally intended to be the final entry in the ''DonPachi'' series of games, until the development and release of ''[[DoDonPachi SaiDaiOuJou]]'' in 2012. There are two major revisions of DFK ('''Ver 1.0''' and '''Ver 1.5'''), as well as ''DoDonPachi Dai-Fukkatsu Black Label'' ('''DFK BL'''), a major expansion on the original release of DFK. DFK has seen a number of ports to other platforms compared to other CAVE releases, as it's been released on Arcade, Xbox 360, Microsoft Windows, iOS, and Android. There are also several [[Arrange]] modes of the game, which are all included in the Xbox 360 and Microsoft Windows ports of the game.&lt;br /&gt;
&lt;br /&gt;
DFK is known as a highly mechanically dense game, with two of its major defining mechanics being the '''bullet-canceling [[Hyper system|Hyper Counter]] system''', and '''enemy lasers that can be pushed back by your own'''. There are three ships available in the game; '''Type-A''', '''B''' and '''C''', as well as three different &amp;quot;Styles&amp;quot; to choose from; '''Bomb''', '''Power''', or '''Strong'''. Bomb Style is the most beginner-friendly style, playing like a traditional DDP game, while Power introduces a Normal/Boost shot mechanic, and Strong is a juiced-up version of Bomb, with much slower movement speed overall. Power Style is recommended only for ''advanced players'' and ''score chasers'' due to its increased complexity, while Bomb is recommended for ''defensive players'', and Strong is recommended for ''survival runs'' and ''offensive players''.&lt;br /&gt;
&lt;br /&gt;
=== Releases ===&lt;br /&gt;
The first release, '''''DoDonPachi Dai-Fukkatsu Ver 1.0''''', was released in arcades in 2008. A few months later, Ver 1.0 would see a recall due to several major bugs, [[safespots]], game balance issues, and a [[counter-stop]] present in the game, and would be followed up with '''''DoDonPachi Dai-Fukkatsu Ver 1.5''''', which fixed all of these issues and rebalanced several aspects of the game. Due to these issues, Ver 1.0 is not recommended for serious scoring, and is mostly played as a novelty; effectively rendered obsolete by 1.5.&lt;br /&gt;
&lt;br /&gt;
Two years later, DFK would see another Great Resurrection in the form of '''''DoDonPachi Dai-Fukkatsu Black Label''''', a major re-mixing of ''Dai-Fukkatsu'' with tons of brand new mechanics, the most prominent and noticable being a &amp;quot;custom&amp;quot; rank system that fluctuated in real time with player actions, and additional bullet canceling mechanics. The ships and their styles also went through rebalancing, making a more &amp;quot;balanced&amp;quot; experience overall. Due to the major differences between 1.5 and BL, the two are considered to be separate games entirely.&lt;br /&gt;
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With the release of '''''DoDonPachi Resurrection''''' on the Xbox 360 and Windows platforms, came even more modes. '''''DoDonPachi Dai-Fukkatsu Ver 1.51''''', a revision of 1.5 with arranged scoring mechanics, was a limited version of DFK, previously only available at '''Cave Matsuri 2010''', but was included in the Windows version of ''DoDonPachi Resurrection'' (available as DLC for the Xbox 360 version). There are also three arrange modes -- '''''Arrange L''''' (Arrange A), '''''Arrange B''''', and '''''Black Label Arrange''''' -- included with this release. Finally, ''Resurrection'' includes a Novice mode for 1.5 and BL -- featuring more forgiving chaining, less bullets, and bee items that don't have to be uncovered -- to allow newer and less experienced players to ease themselves in and learn the many complex mechanics in the game. The game also features updated, higher definition visuals.&lt;br /&gt;
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=== Gameplay Overview ===&lt;br /&gt;
&amp;lt;small&amp;gt;''Due to the many differences between the several versions of DFK, each different version and arrange mode of DFK will be receiving its own individual page, which you can find after the section below. This section will only contain information that is relevant to all releases of DFK.''&amp;lt;/small&amp;gt;&lt;br /&gt;
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With the exception of Ver1.51 and Arrange B, ''DoDonPachi Dai-Fukkatsu'' is a four-button shooting game.&lt;br /&gt;
* '''A (Press):''' Fires standard shots from the player's ship and their options&lt;br /&gt;
* '''A (Hold):''' Fires the traditional ''DonPachi'' laser, which deals concentrated damage to enemies and objects in its path, and can push back weaker enemy Lasers&lt;br /&gt;
* '''B:''' Releases a Bomb, as long as you have one in stock (Bomb/Strong Style) OR switches your ship between Normal shot and Boost shot (Power Style only) &lt;br /&gt;
* '''C:''' Auto-Fire for the standard A shot&lt;br /&gt;
* '''D:''' Activates the ship's ''Hyper Counter'', granting the player beefed up firepower and the ability to cancel bullets with their Shot and deflect huge enemy lasers with the Laser (requires a 100% full Hyper Gauge)&lt;br /&gt;
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'''Hit Chaining'''&lt;br /&gt;
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Much like the games before it, DFK utilizes a scoring system that is centered around '''chaining hits''' with your Shot and Laser weapons. When you destroy enemies, you fill up a '''GP Meter''', which automatically depletes when enemies are not being destroyed. &lt;br /&gt;
You can prevent chain drops either by '''training your Laser on enemies''' (where the meter will stall at around 5-10% as long as you are hitting with your Laser), or by '''activating Hyper Counter''', which fills the GP Meter back to 100%. If the gauge fully empties, your hit chain is &amp;quot;dropped&amp;quot;, and starts back at 0 Hits. Note that your GP Meter will also fill back up to the top when Hyper Counter mode ends.&lt;br /&gt;
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'''Bullet-Canceling Hyper Counter System'''&lt;br /&gt;
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DFK includes a brand-new bullet canceling mechanic in the form of its Hyper Counter System. By dealing damage to enemies and collecting green / white bees, you fill up a '''Hyper Meter''' that can be activated with the D button when your meter is 100% full. Activating the Hyper Counter grants the player the ability to '''cancel bullets''' on-screen with their A shot / C auto-fire, racking up huge amounts of Hits and wiping the screen clear of danger. Depending on the ship and mode you play, canceling bullets with your Shot will also turn them into Small Stars, each Star being worth 1/10 of the value of your current Hit chain. &lt;br /&gt;
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The player's Laser weapon also gets a massive boost with Hyper Counter active, allowing them to repel huge enemy lasers (which can normally only be done with a Strong Style ship). Repelling enemy lasers while in Hyper Counter will also rapidly increase the rate at which the player earns more Hits for their chain. [[Point-blank]]ing enemies and the base of enemy lasers will also rapidly increase the player's Hyper Meter, allowing them to quickly recharge their meter to 100%.&lt;br /&gt;
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'''Hidden Bee Items'''&lt;br /&gt;
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Much like the games before it, DFK includes bee items that are uncovered using your Laser. Unique to DFK, bee items come in three varieties:&lt;br /&gt;
* '''Gold''': Awards the player points, multiplied on the amount of bee items collected in the stage.&lt;br /&gt;
* '''Green''': Adds about 25% Hyper Meter to the Hyper Gauge.&lt;br /&gt;
* '''White / Flashing''': Rewards both green and gold bee bonuses to the player. Freshly revealed bees will also flash white.&lt;br /&gt;
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Collecting bee items is an integral part of accessing both types of &amp;quot;second [[loop]]s&amp;quot; in the game ('''Omote''' and '''Ura'''). &lt;br /&gt;
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In ''Black Label'', hidden bee items also cancel all bullets on-screen and converts them into Star items.&lt;br /&gt;
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'''Ura Route &amp;amp; Second Loop'''&lt;br /&gt;
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DFK includes two different &amp;quot;routes&amp;quot; of the game, which include different mini-bosses as well as slightly different stage progression and enemy layouts; the '''Omote (Standard) Route''' and the '''Ura (Hidden) Route'''. The Omote Route is the default route of the game, which has you fighting the DFK mini-bosses, whereas the Ura Route sends you on different paths to fight different mini-bosses in each stage, represented by the original bosses from ''[[DoDonPachi]]''. &lt;br /&gt;
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You can access the hidden route during stage 1, by destroying three specific silos before they are run over by the tanks at the beginning of the stage. If you perform this correctly, you'll be sent to a different stage path and fight the first ''DoDonPachi'' boss, and you will stay on this route unless you die (dying at a boss is OK), time out an Ura mini-boss, OR fail to collect every bee in the stage. The hidden Ura route has additional bee items as well as a higher scoring potential in most cases. If you are knocked out of the Ura route, you can get back on it by '''collecting every bee on the next stage'''. (In ''Black Label'', Power Style ships will always be sent on the Ura route of the game, even if they don't destroy the silos before the tanks do.) &lt;br /&gt;
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There are two [[loop]]s to access in DFK, the Omote and Ura loop. Omote is a standard second loop that takes you through harder versions of the five stages of DFK, facing off against the standard mini-bosses on the Omote Route of the game, with the Last Boss, Golden Disaster, waiting for you at the end. Ura is an even harder second loop with more aggressive enemies, and has you face off against the &amp;quot;Ura route&amp;quot; mini-bosses, ending in an encounter with both [[Taisabachi|Golden Disaster]] and the [[True Last Boss]], [[Hibachi]].&lt;br /&gt;
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To reach the different two loops, you must accomplish the following:&lt;br /&gt;
* '''Omote''': Collect 35 bee items, '''OR''' don't die more than once (Power) + avoid using more than two bombs (Bomb/Strong)&lt;br /&gt;
* '''Ura''': Collect all 45 bee items '''AND''' don't die more than once (Power) + avoid using more than two bombs (Bomb/Strong)&lt;br /&gt;
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== Ver 1.0 ==&lt;br /&gt;
'''Ver1.0''' of DFK is the original release issued to arcades. It did not include the Type-B ship or Strong Style by default, each one requiring a different code to enter in order to unlock on the PCB. It is known for having several bugs and a particular [[safespot]] in the fight against Hibachi, as well as a [[counter-stop]]. It is mostly obsolete, and superseded by ''1.5''. 1.0 is not included in any of the ports of DFK.&lt;br /&gt;
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''&amp;lt;small&amp;gt;(Contrary to info online, it is not possible to unlock either the Type-B ship or Strong Style by 1CCing the game.)&amp;lt;/small&amp;gt;'' &lt;br /&gt;
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''Full details: [[DoDonPachi DaiFukkatsu Ver1.0]]''&lt;br /&gt;
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== Ver 1.5 ==&lt;br /&gt;
'''Ver1.5''' brings back the Type-B helicopter ship as a default selection, re-balances the Type-A and Type-C ships, adds two more digits to the score counter (to prevent [[counter-stop]]ping), and increases the difficulty of the True Last Boss, Hibachi (as well as removing the [[safespot]]. Strong Style is still hidden by default, but can be unlocked permanently on the PCB by accomplishing a [[1CC]] / 1-[[1CC|ALL]] run.&lt;br /&gt;
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''Full details: [[DoDonPachi DaiFukkatsu Ver1.5]]''&lt;br /&gt;
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== Black Label ==&lt;br /&gt;
'''''Black Label''''' introduces new scoring systems and updates/remixes some mechanics of 1.5. It also features completely new music, an additional [[True Last Boss]] ([[Hibachi|Zatsuza]]), and removes the second loop, with the new RED Gauge system acting like a player-customizable rank system, and the second loop patterns being limited to Strong Style players only. Hidden bee items also tie into the bullet canceling mechanic for the first time.&lt;br /&gt;
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''Full details: [[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
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== Ver 1.51 ==&lt;br /&gt;
'''Ver 1.51''' is a special revision which was originally made for the '''2010 Cave Matsuri''' with a heavier focus on scoring. This version locks players into a single loop of the Ura route and will always end with a Golden Disaster encounter (followed by Hibachi if requirements are met). Hidden bee items now also grant bombs and hyper charge depending on what color/state they are in when collected. Hyper rank maxes out at 9 instead of 5 and also changes enemy behavior on higher levels to match the Omote and Ura loops.&lt;br /&gt;
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Ver 1.51 also has a numerous number of changes from 1.5 that could not all be explained on this page alone.&lt;br /&gt;
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''Full details: [[DoDonPachi DaiFukkatsu Ver1.51]]''&lt;br /&gt;
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== Arrange L (Arrange A) ==&lt;br /&gt;
'''Arrange A''' is an interesting mix between [[DoDonPachi Dai-Ou-Jou|Daioujou]] and Daifukkatsu. The mode continues the story of Daioujou's Death Label mode, featuring Leinyan as the main character. Like Black Label Arrange, it's a single player mode where you can control only one ship type, the type A ship from [[DoDonPachi Dai-Ou-Jou|Daioujou]], which is also locked to play Power style in Daifukkatsu. The game features both mechanics from [[DoDonPachi Dai-Ou-Jou|Daioujou]] and Daifukkatsu, as well as some updated visuals, new mechanics, different way of scoring, reskin [[Hibachi]] and a new ending.&lt;br /&gt;
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''Full details: [[DoDonPachi DaiFukkatsu Arrange A]]''&lt;br /&gt;
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== Arrange B ==&lt;br /&gt;
'''Arrange B''' is a highly unique score attack mode, featuring a &amp;quot;global rank&amp;quot; system as well as individual stage and enemy ranks, causing each run of a stage to become easier or harder depending on how you play, and allowing you to custom-tailor your experience through your gameplay. It also strips the player's buttons down from four to two (Laser and Bomb/Hyper) and introduces always-on auto-fire. Stages in Arrange B will always have the player face off against the Ura mid-bosses from ''[[DoDonPachi]]''. Hidden bees are uncovered by default, and collecting a bee will put the player in a different &amp;quot;Grid&amp;quot; that influences how the stage's rank grows, as well as altering the bullet patterns that enemies use against the player. Neither [[Taisabachi]] nor [[Hibachi]] appear in this mode.&lt;br /&gt;
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Arrange B contains a slew of mechanics changes far too dense to cover on this page.&lt;br /&gt;
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''Full details: [[DoDonPachi DaiFukkatsu Arrange B]]''&lt;br /&gt;
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== Black Label Arrange (Ketsuipachi) ==&lt;br /&gt;
'''Black Label Arrange''' is a head-on collision between ''DFK Black Label'' and ''[[Ketsui: Kizuna Jigoku Tachi]]'', mixing mechanics from the two games into one. It is also referred to as ''&amp;quot;Ketsuipachi&amp;quot;'' by many players. In this mode, you play as the Tiger Sword / Tiger Schwert from ''Ketsui'', complete with the Lock-Shot mechanic, utilizing both the proximity chip system (which now goes up to 10-chip) and the bullet-canceling + Hyper Counter mechanics of ''Black Label''. An arranged soundtrack is also included in this mode featuring remixes of music from ''Ketsui'' by Jake &amp;quot;virt&amp;quot; Kaufman.&lt;br /&gt;
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''Full details: [[DoDonPachi DaiFukkatsu Black Label Arrange]]''&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=515</id>
		<title>User:NElectron256</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:NElectron256&amp;diff=515"/>
		<updated>2020-06-01T14:10:23Z</updated>

		<summary type="html">&lt;p&gt;NElectron256: &lt;/p&gt;
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&lt;div&gt;Yes, I made another account because I lost the password to my previous one&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:608090249603710978.png|me = idiot 1.51 baka label&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>NElectron256</name></author>
		
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