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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PenolAkushari</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PenolAkushari"/>
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	<updated>2026-04-17T03:45:33Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://shmups.wiki/index.php?title=Steredenn&amp;diff=25416</id>
		<title>Steredenn</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Steredenn&amp;diff=25416"/>
		<updated>2023-11-15T20:29:16Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: Fix to the external link in trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Steredenn&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Steredenn&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Pixelnest Studio&lt;br /&gt;
|&lt;br /&gt;
|music = Zander Noriega&lt;br /&gt;
|&lt;br /&gt;
|program = Damien Mayance, Matthieu Oger&lt;br /&gt;
|&lt;br /&gt;
|art = Simon Coroller&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Steam: 1st October 2015&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steredenn ==&lt;br /&gt;
Steredenn is a roguelike [[shoot'em up]] where player takes control of a spaceship that has to fend off space pirates that ambushed and destroyed their carrier ship. Pilot will have to blast through 7 levels of randomly picked enemy waves and face off against the big mean pirate machines that want to ruin your day!&lt;br /&gt;
&lt;br /&gt;
Game was developed by Pixelnest Studio, initially released as early access on Steam in May of 2015, after what it was released on 1st of October 2015. Afterwards game was ported to platforms such as Nintendo Switch, PS4, Xbox One and iPhone/iPad. On 10th of April 2018, Pixelnest released free DLC for Steredenn called Binary Stars, which introduced more player ships, more weapons, co-op mode, boss rush mode, secret bosses, various artifacts that drop from those bosses and various rebalances of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Currently only listing keyboard controls for Steam version of the game, although it does support gamepads too. Do note that controls can be rebinded (True for Steam version, no idea about other platforms)&lt;br /&gt;
&lt;br /&gt;
* '''X:''' Shoot currently selected weapon&lt;br /&gt;
* '''C:''' Switch weapon&lt;br /&gt;
* '''V:''' (Binary Stars) Use ship's Special Ability&lt;br /&gt;
* '''Space:''' Pick up an upgrade/weapon&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Modes ===&lt;br /&gt;
----&lt;br /&gt;
(I assume unlocks that are locked behind game progress count for this section too?)&lt;br /&gt;
&lt;br /&gt;
It is possible to unlock various game modes through progressing far enough in the game. Initially, players will only have usual play available.&lt;br /&gt;
&lt;br /&gt;
* '''Arena''' — Unlocked after defeating bosses at the end of the level. It allows to fight bosses that were defeated during the playtime, with the ability to select any of the weapons that the player did pick up in runs before, but without upgrades that bosses drop or rank. Harder bosses, starting from Cruiser (level 4 boss) will be available to fight in the arena after encountering them once, without a requirement of defeating them.&lt;br /&gt;
*'''Superplay''' — Unlocked after beating Destroyer, boss of the level 3. Allows to start a game with a certain seed to remove the random factor, although scores from these runs do not get uploaded to game's rankings.&lt;br /&gt;
*'''Daily Run''' — (I don't recall what unlocks it, but it isn't available by default iirc) Allows to enter the daily run that launches usual playthrough, except that it may apply some specific modifiers to the playthrough, like starting with certain weapons, upgrades, (Binary Stars) player ship, or modifiers like double cargo ships. Playing through a daily run will put score from it into a separate leaderboard for that day, which will reset once next daily run starts.&lt;br /&gt;
*'''Boss Rush (Binary Stars)''' — Face off against pre-selected line up of bosses which resets every week, it uses a special scoresystem where you have to kill bosses as fast as you can, since in this mode the lower score you have - the better. Killing bosses reduces score, every second adds more score, and the results will be put in a separate boss rush scoreboard for that week.&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;
Steredenn only features one ship, called Tempest. However, Binary Stars DLC introduces 4 more playable ships, and adds a &amp;quot;special ability&amp;quot; to the Tempest, described below:&lt;br /&gt;
&lt;br /&gt;
*'''Tempest''' is the default player ship they start the game with. It features average amount of hit points and speed, and its special ability is a &amp;quot;Razorblade&amp;quot; melee weapon, which can be swapped out for any other melee during the game and it will take the special ability slot.&lt;br /&gt;
*'''Fortress''' is unlocked after defeating Frigate, boss of the level 2. The slowest ship with the special passive damage reduction, so it can reduce damage of the attacks, effectively giving it more hitpoints. Its special ability, &amp;quot;Rocket Circus&amp;quot;, launches a volley of homing rockets that deal significant damage.&lt;br /&gt;
*'''Fury''' is unlocked after defeating Cruiser, boss of the level 4. It is the fastest ship in the game (Not counting Red Baron's boost), with quite low amount of hitpoints. Its special ability is the &amp;quot;Blink&amp;quot; jump, which allows to teleport to any location on the screen and deal damage in the area you teleport in, to clear out any small enemies if they get in the way.&lt;br /&gt;
*'''Specialist''' is unlocked after defeating Battleship, boss of the level 6. This ship can only use bot weapons, and has a low amount of hitpoints. However, its special ability &amp;quot;Booster drones&amp;quot; overcharge nearby drones, which allows to deal very high damage in a short burst, given that the bots survive. Specialist also has a passive aura that will turn nearby bots invincible to enemy bullets, which also allows to use those as a shield.&lt;br /&gt;
*'''Red Baron''' is unlocked after defeating Red Baron secret boss that appears after passing level 3 without taking any damage. Red Baron can not pick up any weapons, however it has its own loadout of 3 different powerful weapons and a boost mode that allows it to go faster, and with a special ability upgrade it allows it to get an invincibility for a short while, although this invincibility will be put on a short cooldown after being used.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Game features a large number of weapons, ''describing all of which I won't bother for now''. Although they are split into separate categories, like bullets, heavy, energy, melee, bots and shield. Game also features a system of some damage types, where certain weapons may be more or less effective against certain enemy types, which may result in some weapons doing their normal damage (enemy will flash red when being hit), 75% of damage (enemy is resistant to that type, flashes orange on hit) or 125% of damage (enemy is weak to that type, purple flash).&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;
The game features couple of pick up items — weapons that are dropped through destroyed cargo ships, and the upgrades that drop from the defeated bosses at the end of the level. Binary Stars DLC adds the &amp;quot;medkit&amp;quot; items that may drop from cargo ships if player lacks some health, which will restore some health when being picked up, and the &amp;quot;artifacts&amp;quot; that drop after defeating secret bosses, which can alter the game significantly through powerful boosts, but also significant drawbacks. (Would have to expand on this later)&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;
&lt;br /&gt;
Rank system is not seen by the player, but it uses range of 0 to 1. Each loop in the game adds 0.25 to the rank, and the artifacts (artefacts?) from Binary Stars add 0.15.&amp;lt;ref&amp;gt;[https://steamcommunity.com/app/347160/discussions/0/1869497536714647689/#c1869497660773723318 Developer's notes about the rank system on game's Steam forum]&amp;lt;/ref&amp;gt; Rank affects speed and the number of bullets that enemies will shoot, and some specific enemy patterns are linked to some rank ranges.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features loop system, which can go on indefinitely in theory, but in practice enemy health and damage increase with each loop, which would make mistakes costly and boss fights go on for quite long. Beating the game and entering loop 1 will cause enemies to spawn [[Help:Glossary#Revenge_Bullets|suicide bullets]] and bosses will start spawning barriers around them at certain intervals which will absorb some of player's attacks, if they are not using piercing weapons or anything that can deal with barriers quick.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Game features a combo system, adds a multiplier and increases it as player beats waves of enemies in the level while getting more multiplier in case if they have defeated a boss, took no damage, destroyed all enemies in a wave (not counting turrets, hazard environment objects like asteroids or lasers).&amp;lt;ref&amp;gt;[https://steamcommunity.com/app/347160/discussions/0/3211505894110928487/#c1697175413675412414 Developer's notes about combo system on game's Steam forum]&amp;lt;/ref&amp;gt; Taking damage will decrease score multiplier by certain amount, although there are score specific upgrades player can pick up after defeating bosses to reduce the multiplier penalty, or gain more combo per wave, or just straight up gain +100% more score from destroying enemies and objects, which can stack with other +100% score upgrades. If score boost upgrades did happen to get picked up early enough, along with the &amp;quot;Speed of light&amp;quot; artifact, then it is possible to reach combo multiplier of thousands by the 2nd loop. However, the scoreboard on Steam version does cap at about 2.147.483.648 score due to Steam's scoreboard system, and the score beyond that already was achieved.&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;
== 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;
* There is a chance that a [https://en.wikipedia.org/wiki/TARDIS certain blue police box] would fly by in the scenery of the level&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;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&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;/div&gt;</summary>
		<author><name>PenolAkushari</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Steredenn&amp;diff=25415</id>
		<title>Steredenn</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Steredenn&amp;diff=25415"/>
		<updated>2023-11-15T20:26:47Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: Initial writeup, some crude basic info that would need expanding on later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Template_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Steredenn&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Steredenn&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Pixelnest Studio&lt;br /&gt;
|&lt;br /&gt;
|music = Zander Noriega&lt;br /&gt;
|&lt;br /&gt;
|program = Damien Mayance, Matthieu Oger&lt;br /&gt;
|&lt;br /&gt;
|art = Simon Coroller&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Steam: 1st October 2015&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steredenn ==&lt;br /&gt;
Steredenn is a roguelike [[shoot'em up]] where player takes control of a spaceship that has to fend off space pirates that ambushed and destroyed their carrier ship. Pilot will have to blast through 7 levels of randomly picked enemy waves and face off against the big mean pirate machines that want to ruin your day!&lt;br /&gt;
&lt;br /&gt;
Game was developed by Pixelnest Studio, initially released as early access on Steam in May of 2015, after what it was released on 1st of October 2015. Afterwards game was ported to platforms such as Nintendo Switch, PS4, Xbox One and iPhone/iPad. On 10th of April 2018, Pixelnest released free DLC for Steredenn called Binary Stars, which introduced more player ships, more weapons, co-op mode, boss rush mode, secret bosses, various artifacts that drop from those bosses and various rebalances of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Currently only listing keyboard controls for Steam version of the game, although it does support gamepads too. Do note that controls can be rebinded (True for Steam version, no idea about other platforms)&lt;br /&gt;
&lt;br /&gt;
* '''X:''' Shoot currently selected weapon&lt;br /&gt;
* '''C:''' Switch weapon&lt;br /&gt;
* '''V:''' (Binary Stars) Use ship's Special Ability&lt;br /&gt;
* '''Space:''' Pick up an upgrade/weapon&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Modes ===&lt;br /&gt;
----&lt;br /&gt;
(I assume unlocks that are locked behind game progress count for this section too?)&lt;br /&gt;
&lt;br /&gt;
It is possible to unlock various game modes through progressing far enough in the game. Initially, players will only have usual play available.&lt;br /&gt;
&lt;br /&gt;
* '''Arena''' — Unlocked after defeating bosses at the end of the level. It allows to fight bosses that were defeated during the playtime, with the ability to select any of the weapons that the player did pick up in runs before, but without upgrades that bosses drop or rank. Harder bosses, starting from Cruiser (level 4 boss) will be available to fight in the arena after encountering them once, without a requirement of defeating them.&lt;br /&gt;
*'''Superplay''' — Unlocked after beating Destroyer, boss of the level 3. Allows to start a game with a certain seed to remove the random factor, although scores from these runs do not get uploaded to game's rankings.&lt;br /&gt;
*'''Daily Run''' — (I don't recall what unlocks it, but it isn't available by default iirc) Allows to enter the daily run that launches usual playthrough, except that it may apply some specific modifiers to the playthrough, like starting with certain weapons, upgrades, (Binary Stars) player ship, or modifiers like double cargo ships. Playing through a daily run will put score from it into a separate leaderboard for that day, which will reset once next daily run starts.&lt;br /&gt;
*'''Boss Rush (Binary Stars)''' — Face off against pre-selected line up of bosses which resets every week, it uses a special scoresystem where you have to kill bosses as fast as you can, since in this mode the lower score you have - the better. Killing bosses reduces score, every second adds more score, and the results will be put in a separate boss rush scoreboard for that week.&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;
Steredenn only features one ship, called Tempest. However, Binary Stars DLC introduces 4 more playable ships, and adds a &amp;quot;special ability&amp;quot; to the Tempest, described below:&lt;br /&gt;
&lt;br /&gt;
*'''Tempest''' is the default player ship they start the game with. It features average amount of hit points and speed, and its special ability is a &amp;quot;Razorblade&amp;quot; melee weapon, which can be swapped out for any other melee during the game and it will take the special ability slot.&lt;br /&gt;
*'''Fortress''' is unlocked after defeating Frigate, boss of the level 2. The slowest ship with the special passive damage reduction, so it can reduce damage of the attacks, effectively giving it more hitpoints. Its special ability, &amp;quot;Rocket Circus&amp;quot;, launches a volley of homing rockets that deal significant damage.&lt;br /&gt;
*'''Fury''' is unlocked after defeating Cruiser, boss of the level 4. It is the fastest ship in the game (Not counting Red Baron's boost), with quite low amount of hitpoints. Its special ability is the &amp;quot;Blink&amp;quot; jump, which allows to teleport to any location on the screen and deal damage in the area you teleport in, to clear out any small enemies if they get in the way.&lt;br /&gt;
*'''Specialist''' is unlocked after defeating Battleship, boss of the level 6. This ship can only use bot weapons, and has a low amount of hitpoints. However, its special ability &amp;quot;Booster drones&amp;quot; overcharge nearby drones, which allows to deal very high damage in a short burst, given that the bots survive. Specialist also has a passive aura that will turn nearby bots invincible to enemy bullets, which also allows to use those as a shield.&lt;br /&gt;
*'''Red Baron''' is unlocked after defeating Red Baron secret boss that appears after passing level 3 without taking any damage. Red Baron can not pick up any weapons, however it has its own loadout of 3 different powerful weapons and a boost mode that allows it to go faster, and with a special ability upgrade it allows it to get an invincibility for a short while, although this invincibility will be put on a short cooldown after being used.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Game features a large number of weapons, ''describing all of which I won't bother for now''. Although they are split into separate categories, like bullets, heavy, energy, melee, bots and shield. Game also features a system of some damage types, where certain weapons may be more or less effective against certain enemy types, which may result in some weapons doing their normal damage (enemy will flash red when being hit), 75% of damage (enemy is resistant to that type, flashes orange on hit) or 125% of damage (enemy is weak to that type, purple flash).&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;
The game features couple of pick up items — weapons that are dropped through destroyed cargo ships, and the upgrades that drop from the defeated bosses at the end of the level. Binary Stars DLC adds the &amp;quot;medkit&amp;quot; items that may drop from cargo ships if player lacks some health, which will restore some health when being picked up, and the &amp;quot;artifacts&amp;quot; that drop after defeating secret bosses, which can alter the game significantly through powerful boosts, but also significant drawbacks. (Would have to expand on this later)&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;
&lt;br /&gt;
Rank system is not seen by the player, but it uses range of 0 to 1. Each loop in the game adds 0.25 to the rank, and the artifacts (artefacts?) from Binary Stars add 0.15.&amp;lt;ref&amp;gt;[https://steamcommunity.com/app/347160/discussions/0/1869497536714647689/#c1869497660773723318 Developer's notes about the rank system on game's Steam forum]&amp;lt;/ref&amp;gt; Rank affects speed and the number of bullets that enemies will shoot, and some specific enemy patterns are linked to some rank ranges.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features loop system, which can go on indefinitely in theory, but in practice enemy health and damage increase with each loop, which would make mistakes costly and boss fights go on for quite long. Beating the game and entering loop 1 will cause enemies to spawn [[Help:Glossary#Revenge_Bullets|suicide bullets]] and bosses will start spawning barriers around them at certain intervals which will absorb some of player's attacks, if they are not using piercing weapons or anything that can deal with barriers quick.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Game features a combo system, adds a multiplier and increases it as player beats waves of enemies in the level while getting more multiplier in case if they have defeated a boss, took no damage, destroyed all enemies in a wave (not counting turrets, hazard environment objects like asteroids or lasers).&amp;lt;ref&amp;gt;[https://steamcommunity.com/app/347160/discussions/0/3211505894110928487/#c1697175413675412414 Developer's notes about combo system on game's Steam forum]&amp;lt;/ref&amp;gt; Taking damage will decrease score multiplier by certain amount, although there are score specific upgrades player can pick up after defeating bosses to reduce the multiplier penalty, or gain more combo per wave, or just straight up gain +100% more score from destroying enemies and objects, which can stack with other +100% score upgrades. If score boost upgrades did happen to get picked up early enough, along with the &amp;quot;Speed of light&amp;quot; artifact, then it is possible to reach combo multiplier of thousands by the 2nd loop. However, the scoreboard on Steam version does cap at about 2.147.483.648 score due to Steam's scoreboard system, and the score beyond that already was achieved.&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;
== 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;
* There is a chance that a [[https://en.wikipedia.org/wiki/TARDIS|certain blue police box]] would fly by in the scenery of the level&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;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&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;/div&gt;</summary>
		<author><name>PenolAkushari</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Template_Title.png&amp;diff=25261</id>
		<title>File:Template Title.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Template_Title.png&amp;diff=25261"/>
		<updated>2023-11-08T15:28:15Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: PenolAkushari reverted File:Template Title.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PenolAkushari</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Assault_Shell&amp;diff=25260</id>
		<title>Assault Shell</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Assault_Shell&amp;diff=25260"/>
		<updated>2023-11-08T15:26:11Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: Switched title image from template to a new image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AS1.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Assault_shell_title_image.png&lt;br /&gt;
|width = 500px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 444px&lt;br /&gt;
&lt;br /&gt;
|developer = Team Overloaded &amp;amp; Tyler Howard (Someguy009)&lt;br /&gt;
|&lt;br /&gt;
|music = A2B&lt;br /&gt;
|&lt;br /&gt;
|programming = Tyler Howard (Someguy009)&lt;br /&gt;
|&lt;br /&gt;
|releasedate = August 28 2020 (itch.io), March 19 2021  (STEAM).&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assault Shell (アサルトシェル) is a shmup by Team Overloaded and Tyler Howard (Someguy009) made in GameMaker Studio. It is inspired in CAVE shmups and Crimzon Clover for the Break inspired system called Stands.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player has the normal attack attack and focus laser attack. The game does not have bombs, but the player is equipped with an SP weapon capable of cancelling bullets. SP charge can reach up to 2 levels.&lt;br /&gt;
Destroying enemies will increase the multiplier.&lt;br /&gt;
Collecting blue crystal items will fill up the Stand gauge.&lt;br /&gt;
The stands are Hyper and Blank.&lt;br /&gt;
When activating Hyper Stand, the firepower increases, and the multiplier increases. If Stand gauge is full when on Hyper Stand, the Blank Stand will be ready for activation. Blank Stand increases firepower and multiplier even further, in exchange of making enemy patterns more agressive.&lt;br /&gt;
When a shield bar is lost, it can recover slowly. They can also be recovered by defeating midbosses and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shot&lt;br /&gt;
* '''A (Hold):''' Focus laser&lt;br /&gt;
* '''B:''' SP attack&lt;br /&gt;
* '''C:''' Stand activation&lt;br /&gt;
* '''D:''' Full-auto shot&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of a multiplier, which increases when destroying enemies. On normal state, multipliers are 1x, 2x, 4x, 32x and 64x. On Hyper Stand state, 128x multiplier is added. On Blank Stand state, multiplier can reach up to x256.&lt;br /&gt;
When defeating midbosses and bosses, the remaining time will multiply the score value from the defeated boss.&lt;br /&gt;
If the player manages to No-Miss an entire stage, a No-Miss bonus is awarded.&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
----&lt;br /&gt;
*Original Single: A game mode that has only the first loop.&lt;br /&gt;
*Original Full: A mode that has both loops. 2nd loop disables continiues and introduces suicide bullets.&lt;br /&gt;
*Light: A modified version of Original Single, in which SP weapon recharges fast and shield recoveries take a little less time.&lt;br /&gt;
*Void Arrange: A special version of the game that has a rank system, power-up carriers that release Shot and Focus power-ups, and a new Void Stand, which increases firepower and multiplier reaches up to 512x. It also features a playable version of Sigma exclusive to this mode.&lt;br /&gt;
&lt;br /&gt;
=== Ships and Psycho Frames  ===&lt;br /&gt;
----&lt;br /&gt;
* Vian (PF-201A Alpha):&lt;br /&gt;
 An offensive type ship that has a forward shot.&lt;br /&gt;
 SP weapon variants:&lt;br /&gt;
 SP1: Wide Interception Shot.&lt;br /&gt;
 SP2: Frontal Blocking Bullet.&lt;br /&gt;
&lt;br /&gt;
* Alice (PF-204B Beta):&lt;br /&gt;
 A ranged type ship that has a wide shot type.&lt;br /&gt;
 SP weapon variants:&lt;br /&gt;
 SP1: Burst Defense Shot.&lt;br /&gt;
 SP2: Random Cancel Array.&lt;br /&gt;
&lt;br /&gt;
* Suzy (PF-202G Gamma):&lt;br /&gt;
 A defensive type ship that has a auto-aim shot type.&lt;br /&gt;
 SP weapon variants:&lt;br /&gt;
 SP1: Frontal Defensive Option.&lt;br /&gt;
 SP2: Rolling Guardian Option.&lt;br /&gt;
&lt;br /&gt;
* Etia (PF-203D Delta):&lt;br /&gt;
 A technical type ship that has a trace shot type.&lt;br /&gt;
 SP weapon variants:&lt;br /&gt;
 SP1: High Energy Sword.&lt;br /&gt;
 SP2: Counter Matrix Shield&lt;br /&gt;
&lt;br /&gt;
* Suzy? (PF-205SX Sigma):&lt;br /&gt;
 A special type ship that has a variable shot type. It´s exclusive to Void Arrange mode.&lt;br /&gt;
 SP weapon variants:&lt;br /&gt;
 SP1: High Temperature Flamethrower.&lt;br /&gt;
 SP2: Offensive Lancer Option.&lt;br /&gt;
&lt;br /&gt;
Upon clearing a stage, the player can interact with the Psycho Frame by choosing different speech options.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank system is exclusive to Void Arrange mode. It increases when collecting items in Blank Stand or Void Stand. It decreases when taking damage or when Blank Stand is not used yet to collect medals.&lt;br /&gt;
When rank is at a high level, some patterns will get buffed and suicide bullets will start to come out.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Blue crystal: ''' These blue crystals appear when destroying enemies and cancelling bullets.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Yellow crystal: ''' These yellow crystals appear when cancelling bullets with the SP attack in Blank Stand. In Void Arrange, the yellow crystals fill up the Void Stand gauge.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Platinum crystal: ''' These yellow crystals appear when cancelling bullets with the SP attack in Void Stand (Void Arrange only).&lt;br /&gt;
|-&lt;br /&gt;
|||'''Gold medal: '''  Appears when activating Hyper Stand with bullets around, destroying enemies or cancelling bullets in Blank Stand. In Void Arrange, gold medals fill the Void Stand gauge&lt;br /&gt;
|-&lt;br /&gt;
|||'''Platinum medal: '''  Appears when destroying enemies or cancelling bullets in Void Stand (Void Arrange only).&lt;br /&gt;
|-&lt;br /&gt;
|||'''Extend: '''  Appears when all grey panels of the Stage 3 Midboss are destroyed before destroying it`s core.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss / TLB ===&lt;br /&gt;
----&lt;br /&gt;
In order to fight Sigma (the TLB) in Original Full, the player must 1cc 1st loop and survive the whole 2nd loop until defeating the Stage 2-5 Boss.&lt;br /&gt;
To fight it in Original Single, Light and Void Arrange, the player must 1cc until defeating the Stage 5 Boss.&lt;br /&gt;
An important thing to know is that upon reaching this boss, continiues are disabled.&lt;br /&gt;
Sigma´s last attack emits insta-kill beam walls&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Amber Black, a military faction based in the Asian Continent, has their influence all across the southern hemisphere, and has begun taking over other private military companies and factions. However, their rival JOKER will not stand for this. After a gap in their jumpgate defensive system due to the Enemy Black operation, JOKER begins their mission to take down Amber Black once and for all.&lt;br /&gt;
&lt;br /&gt;
== Database ==&lt;br /&gt;
* Prolouge:&lt;br /&gt;
 Amber Black, a military faction based on the Asian continent has their influence all across the hemisphere, and has begun taking over other private military companies and &lt;br /&gt;
 factions. However, we, JOKER, will not stand for this.&lt;br /&gt;
 After a gap in their jump gate defensive system due to the success of the &amp;quot;Enemy Black&amp;quot; operation, we will now take action in order to take down Amber Black once and for all.&lt;br /&gt;
 Take to the skies, Joker unit no. 233487, and destroy Amber Black`s ambition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The world now:&lt;br /&gt;
 After the failure of a lard worldwide coup d`etat conducted by most of the world`s militaries, The Earth Peackeeping Initiative rolled out the Military Disposal Order 198 NE (New &lt;br /&gt;
 Era). This split the military from the goverment as a whole and instead issued a new way of handling the military power&lt;br /&gt;
 This would be the Faction system, which allowed PMC`s from around the world to obtain military power so that the corrup goverment won`t conduct another activity similar to the &lt;br /&gt;
 coup. This would in turn create an era of constant war and coflict, known as the Faction era, and would become the darkest times in Earth`s history.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stand system is inspired by Crimzon Clover.&lt;br /&gt;
* The Reaper (the Stage 4 Boss) is a reference to Black Heart from Battle Garegga.&lt;br /&gt;
* The commander of JOKER has a similar appearance to Schwarlitz Longhener (from DoDonPachi 1997) and Godwin Longhener (from DoDonPachi DaiFukkatsu)&lt;br /&gt;
* The final attack of Sigma (TLB) is a shameless reference to Celestia´s Magma Diving attack from eXceed 3rd.&lt;br /&gt;
&lt;br /&gt;
== Replay Index  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=8 | Replays from players&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Mode !! Ship !! data-sort-type=number | Score !! Area !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! 2A03&lt;br /&gt;
|  Void Arrange || B-2 || 10376520425 || TLB ALL || [https://www.youtube.com/watch?v=SGQ8VjaYW8E&amp;amp;t=14s YouTube] || 2021 April 14th&lt;br /&gt;
|-&lt;br /&gt;
! QuakedoomNukem&lt;br /&gt;
|  Void Arrange || S-2 || 2882964850 || TLB ALL || [https://www.youtube.com/watch?v=J94BtTU0WcM YouTube] || 2021 August 31st&lt;br /&gt;
|-&lt;br /&gt;
! Jaimers&lt;br /&gt;
|  Original Full || B-2 || 3702204825 || 2-ALL || [https://www.youtube.com/watch?v=dWjB1XKm8h8 YouTube] || 2021 September 8th &lt;br /&gt;
|-&lt;br /&gt;
! froebom&lt;br /&gt;
|  Original Full || A-2 || 1036384150 || 1-ALL (2-3) || [https://www.youtube.com/watch?v=haPRei8p-E4&amp;amp;t=1340s YouTube] || 2023 April 26th &lt;br /&gt;
|-&lt;br /&gt;
! weakboson&lt;br /&gt;
|  Original Full || B-2 || 1442867450 || 2-ALL || [https://www.youtube.com/watch?v=KSPR74HONBc YouTube] || 2023 July 4th &lt;br /&gt;
|-&lt;br /&gt;
! JulianSeph 842 Gamez&lt;br /&gt;
|  Light || A-2 || 1406249300 || TLB ALL || [https://www.youtube.com/watch?v=1fzpkAWupZY YouTube] || 2023 October 9th &lt;br /&gt;
|-&lt;br /&gt;
! JulianSeph 842 Gamez&lt;br /&gt;
|  Void Arrange || A-2 || 3968937600 || TLB ALL || [https://www.youtube.com/watch?v=4K-u3PiXKKI YouTube] || 2023 October 9th &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>PenolAkushari</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Assault_shell_title_image.png&amp;diff=25259</id>
		<title>File:Assault shell title image.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Assault_shell_title_image.png&amp;diff=25259"/>
		<updated>2023-11-08T15:24:11Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PenolAkushari</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_3&amp;diff=25258</id>
		<title>Sonic Wings 3</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_3&amp;diff=25258"/>
		<updated>2023-11-08T15:20:50Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: Corrected game's number in japanese translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #051232&lt;br /&gt;
|innerbordercolor = #da8981&lt;br /&gt;
|title = Aero Fighters 3&lt;br /&gt;
|background = #f4fdf3&lt;br /&gt;
|image = Aero Fighters 3 arcade flyer.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1995&lt;br /&gt;
|previousgame = [[Aero Fighters 2]]&lt;br /&gt;
|nextgame = [[Aero Fighters Limited]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 3''''' (JP: '''''ソニックウイングス3''''', Sonic Wings 3) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1995 (JP).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&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;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&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;
== Video References ==&lt;br /&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>PenolAkushari</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945_II&amp;diff=25214</id>
		<title>Strikers 1945 II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945_II&amp;diff=25214"/>
		<updated>2023-11-07T17:26:25Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: Added proper links to the revenge bullets definition in glossary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:S1945ii-logo-ingame.png|325px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #009eed&lt;br /&gt;
|innerbordercolor = #009eed&lt;br /&gt;
|title = Strikers 1945 II&lt;br /&gt;
|background = #f7fcfc&lt;br /&gt;
|image = Strikers1945ii-title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Psikyo]]&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|program = Shiori Saito &amp;lt;/br&amp;gt; Keisuke Takagi &amp;lt;/br&amp;gt; Kenichi Fujita &amp;lt;/br&amp;gt; Kunihiko Nogomi&lt;br /&gt;
|art = Yoshiyuki Takani&lt;br /&gt;
|releasedate = 1997&lt;br /&gt;
|previousgame = [[Sol Divide]]&lt;br /&gt;
|nextgame = [[Zero Gunner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Strikers 1945 II''''' (''ストライカーズ1945II'') is an arcade game developed and published by [[Psikyo]] in 1997. It is the second game in the ''Strikers 1945 (Series)''. The first game being ''[[Strikers 1945]]'' and later being followed up by ''[[Strikers 1999]]'' ''(Strikers 1945 III)''. In 1998, the game was also ported to the PlayStation and Sega Saturn.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945ii-shipselection.png|226px|thumb|right|Ship selection.]]&lt;br /&gt;
Each ship has a couple of mechanics to them that are unique to them. They can either have a main shot that is either a '''Wide''' shot type or a '''Forward''' shot type. These get stronger with each [[File:Power-up-small.png]] power up item they pick up. Besides that, every ship has a unique secondary shot they get after picking up power ups. You can increase these up to 4 times. After that, picking up any [[File:Power-up-small.png]] items will instead just give 4,000 points. Touching flying enemies won't kill the player. Instead they will lose one of their power ups.&lt;br /&gt;
&lt;br /&gt;
Ships will start out with 2 [[File:S1945ii-bomb-small.png]] bombs in stock. These vary in functionality between ships. You can hold up to 9 bombs in stock. Picking up any more after that will give 10,000 points instead. &amp;lt;br&amp;gt;&lt;br /&gt;
If the player gets hit while holding '''5 or 6 bombs''', the ship will drop 1 bomb when it dies. &amp;lt;br&amp;gt;&lt;br /&gt;
If the player gets hit while holding '''7 of more bombs''', the ship will drop 2 bombs when it dies.&lt;br /&gt;
&lt;br /&gt;
Attacking enemies and dealing damage also increases your '''[[charge meter]]'''. After reaching a certain threshold, the player can choose to use a charge shot. Effects differ with each ship. &amp;lt;br&amp;gt;&lt;br /&gt;
After all the '''green bars''' have been filled, the player can use a '''LVL 1''' charge. &amp;lt;br&amp;gt;&lt;br /&gt;
After all the '''yellow bars''' have been filled, the player can use a '''LVL 2''' charge. &amp;lt;br&amp;gt;&lt;br /&gt;
After all the '''red bars''' have been filled, the player can use a '''LVL 3''' charge. &amp;lt;br&amp;gt;&lt;br /&gt;
The game will automatically use the highest level charge available. After using one, the meter will be lowered. How much depends on the LVL of the charge that has been used. LVL 1 charges generate the most quickly and can be used very often. LVL 2 charges take a while longer to charge and are usually a lot stronger. LVL 3 charges can take up an entire stage to fully charge, so the player has to make a real effort to get these. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S1945ii-Charge-meter-together@2x.png|Charge meter.]]&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
This game takes place over 8 stages. The first four of which are randomized in order. This is important, because the stages still get progressively more difficult. This is because of the '''[[rank]]''' system the game has. &lt;br /&gt;
&lt;br /&gt;
After killing the final boss in stage 8, the player gets to see a result screen that grades them on their performace. It judges how fast you cleared each level, how many medals the player has picked up (the timing of the medals is irrelevant) and how many enemies the player has killed. If the player did alright in these areas, they'll receive a silver medal. If the player did it (nearly) flawlessly, they'll recieve a golden medal.&lt;br /&gt;
&lt;br /&gt;
After the results screen is over, the game starts the second '''[[loop]]'''. In the loop, rank is increased even further, meaning bullets start to get much faster. Most flying enemies will also shoot '''[[Help:Glossary#Revenge_Bullets|revenge bullets]]''' when they die. Again, the stage order of 2-1 to 2-4 has been randomized, but rank will at this point be maxed out and there is no difference in how these four stages will play.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fire the player's Shot weapon. Each ship's shot button has a different function. If the charge meter has reached LVL 1, the player's ship stops shooting and instead will charge a special attack. To keep shooting, the players has to start pressing the button repeatedly to prevent the ship from performing a special attack. Special attacks vary between ships.&lt;br /&gt;
* '''B:''' Releases a screen-clearing Bomb. Bomb functionality varies between ships.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; DH-98 Mosquito &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #db8400&lt;br /&gt;
|backcolor = #FFFDeF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = DH-98 Mosquito&lt;br /&gt;
|shipimage = [[Image:S1945ii-Mosquito.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Wide&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | F}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | S}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | A}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Consecutive Rocket Missile''' &amp;lt;br&amp;gt; Mosquito shoots missiles directly forward. The amount that can be on screen at one time can be increased by picking up [[File:Power-up-small.png]] items. The next wave of missiles are ready as soon as the previous ones have hit an enemy or have gone off the screen. Meaning that the closer you are to an enemy, the more often the missiles will shoot.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Mosquito Attackers''' &amp;lt;br&amp;gt; A set of bomber planes fly from below to nuke the entire screen, clearing bullets and dealing damage to enemies. After which, a group of smaller planes come forward to shoot enemies and block projectiles. They leave after a few seconds, or if they have been hit a couple of times.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Royal Napalm'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will drop a bomb right in front of them, causing a series of explosions that go steadily up the screen, dealing damage to any enemies caught in the explosions.&lt;br /&gt;
* '''''LVL 2'''''  - The ship will drop 2 bombs for even bigger damage.&lt;br /&gt;
* '''''LVL 3'''''  - The same two bombs now have significantly increased in explosion size and damage.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Mosquito has the easiest time speedkilling bosses. If the player sits close to an enemy, the missiles basically keep respawning instantly. This will deal very high damage and quickly kill any large enemies. &lt;br /&gt;
* The bombs you get from your charges also deal a lot of damage. Well-placed charges that hit an enemy with multiple explosions help make an already short fight even shorter.&lt;br /&gt;
* The bomb is also the best defensive bomb in the game. It both clears the screen of all bullets very quickly and the helper planes make it so the player has a lot room to go towards after using one. Unlike for example Lightning's bomb, which restricts your movement much more.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Mosquito has the lowest movement speed out of all the ships. A very big disadvantage in a game where the player is sometimes forced to dodge fast and random revenge bullets. &lt;br /&gt;
* The charges require good timing if the enemy you're trying to hit keeps moving. Something made more difficult by the low movement speed.&lt;br /&gt;
* Mosquito in general is a hard ship to get used to. There is a lot of potential, but it requires a lot of very good routing and execution to make him really stand out amongst the other ships.&lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [http://www.nicovideo.jp/watch/sm12823306 alcholic - 3,251,100 - 2-ALL (pt1)] [http://www.nicovideo.jp/watch/sm12823904 (pt2)] [http://www.nicovideo.jp/watch/sm12823986 (pt3)] [http://www.nicovideo.jp/watch/sm12825372 (pt4)] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/z1yk3wyqqlA SDD-Kaede - 3,001,200 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F5U Flying Pancake &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #008CEF&lt;br /&gt;
|backcolor = #eeF4FF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = F5U Flying Pancake&lt;br /&gt;
|shipimage = [[File:S1945ii-Flying Pancake.png|center]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Wide&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | S}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | B}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Automatic Laser''' &amp;lt;br&amp;gt; Flying Pancake shoots precisely targetted blue lasers at enemies. These move very fast and help clear the screen of any small enemies as soon as they appear. Picking up [[File:Power-up-small.png]] items increases the amount of lasers that can be on screen at once.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: XB-35 Buster Formation''' &amp;lt;br&amp;gt; Two large planes together come from the bottom of the screen and start sitting in the middle. They block projectiles and have a homing attack. They will disappear after a few seconds, or after taking a lot of hits.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Buster Laser'''&lt;br /&gt;
* '''''LVL 1'''''  - From the middle of the ship, Pancake will shoot a laser beam directly forward for a couple of seconds. This beam deals continuous damage for as long as it touches an enemy.&lt;br /&gt;
* '''''LVL 2'''''  - Now it will fire 2 beams, but they come from the sides of the ship. This charge also slows down Pancake a bit.&lt;br /&gt;
* '''''LVL 3'''''  - Pancake fires a huge beam forward. The ship sits inside this beam and becomes completly invulnerable (both by projectiles, lasers ect.). It also lasts slightly longer.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Pancake is the easiest character to learn and use effectively. The secondary shot is essentially a homing weapon. There also aren't many complicated setups that the other characters have with their charges. Definitely the most straight-forward character and considered to be one of the easiest to clear the game with.&lt;br /&gt;
* This ship is also very consistent to route the second loop with. It kills any zako enemy relatively quickly so the player has time to dodge the incoming suicide bullets. Having the second-highest speed in the game also helps here.&lt;br /&gt;
* It's very effecitve in killing small enemies quickly during boss fights for extra points. In some boss fights, killing an enemy wave quickly makes the next wave appear sooner. Usually Pancake can get a lot of extra waves without any trouble or risk of killing the boss too quickly.&lt;br /&gt;
* Pancake's LVL 3 charge can turn even the hardest part in the game to become completely meaningless. It can be used to great effect to do lots of risky strategies in the second loop that benefit both survival and score a lot.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The bomb has to come up the screen before it start to block projectiles, and it doesn't clear all the bullets on screen. Meaning the player has to slighly anticipate using a bomb and press it earlier than some other ships have to. Also, the bombs only block bullets that come from the top of the screen. If there are still any enemies at the bottom, the bomb only helps the second it comes into screen before going to the middle.&lt;br /&gt;
* Passive damage (without using any charges) is quite low. The secondary weapon doesn't deal much damage and the wide main shot is only good when getting close to enemies.&lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/q4aaBeNg5hc WC. - 3,519,100 - 2-ALL] (Incomplete replay)&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/pGKBuI5oVLE Y.Saito - 3,328,300 - 2-ALL] (Live Stunfest 2018)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Focke-Wulf Ta152 &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #316b18&lt;br /&gt;
|backcolor = #f7feeb&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Focke-Wulf Ta152&lt;br /&gt;
|shipimage = [[Image:S1945ii-Focke-wulf.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Forward&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | E}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | B}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Giant Rocket Missile''' &amp;lt;br&amp;gt; Focke-wulf shoot missiles forward from the middle of it's ship. After picking up 1 [[File:Power-up-small.png]] item, the ship get two missiles. With each subsequent pickup adds 1 more missile that can be on screen at once. After a missile has hit their target or has left the screen, a new one can be shot.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: A9/A10 Rocket''' &amp;lt;br&amp;gt; The ship performs a &amp;quot;backflip&amp;quot;, during which it is invincible, and huge rocket comes up from below the screen. This rocket blocks all incoming projecticles and deals damage to any enemies it rams over.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Plasma Mine'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will create a field right in front of it that blocks all projecticles and also deals a bit damage. After which, it will start to move slowly to the top of the screen.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but the size of the field is notably bigger.&lt;br /&gt;
* '''''LVL 3'''''  - The field is now much larger. Around 4 times as large as a LVL 2 charge. It also stays right at where it spawned for a few seconds before going very slowly up the screen.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Focke-wulf, like Mosquito, is very good at killing large enemies quickly if you can get even a little close to them. Sitting very close (or even on top) of these enemies makes the missiles respawn essentially instantly for great damage. And Fockewulf is also has a straight forward shot so even if sits at the bottom of the screen, he still does decent damage.&lt;br /&gt;
* His charge can help out in varies situations. Especially some of the more ridiculous parts in the second loop.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Even with the occasional point blanking, Focke-wulf remains one of the ships with the lowest damage output, if not THE lowest. The charge shot deals basically no damage and in almost all instances only serves as a defense mechanism.&lt;br /&gt;
* It's also tricky to kill all enemies as this ship. The speed is alright, but the straight forward shot combined with low damage can make things very tough.&lt;br /&gt;
* The rocket bomb is easily the worst bomb in the game. It deals an unimpressive amount of damage and doesn't help much to protect the player. It's off the screen very quickly and only clears a very small portion of it.&lt;br /&gt;
* The charge shot only shines in very specific situations (and mostly exclusively in the second loop). The field is only in front of the player for maybe two seconds before it goes up the screen. And there is very little reason to follow it up there. &lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/aU303s2G2kA I.O - 2,792,400 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; J7W Shinden &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #427373&lt;br /&gt;
|backcolor = #fefcf3&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = J7W Shinden&lt;br /&gt;
|shipimage = [[Image:S1945ii-Shinden.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Forward&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | E}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | A}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | S}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | S}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Heat Missile''' &amp;lt;br&amp;gt; Shinden shoots these heat missiles that are shot forward and stick to enemies, dealing continuous damage while in contact. It shoots them in sets of two. Picking up [[File:Power-up-small.png]] items increases the amount of sets of missiles that can be on screen at once, maxing out at 4 sets (8 missiles). Once the missile is off the screen, it can be fired again.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Ryusei-kai Sweep Bombers''' &amp;lt;br&amp;gt; The ship performs a &amp;quot;backflip&amp;quot;, during which it is invincible, and six helper ships come to assist the player by forming a shield in front of the player's ship and block projectiles and attack enemies directly in front of them. While they appear, they also clear all the bullets from the screen. These helper ships have very little health and retreat as soon as they are hit a couple of times, or if enough time has passed.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;:  Samurai Sword Type-98'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will throws a huge copy of itself forward at high speed, dealing a lot of damage to enemies that it encounters. This copy is slightly bigger than the size of the Shinden.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but the damage is much greater now. The size of this copy remains the same.&lt;br /&gt;
* '''''LVL 3'''''  - The copy has drastically increased in size and deals even more damage now.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Shinden's charge shot is the highest damage dealing charge shot in the game by a notably margin. It is extremely good at taking out large enemies very quickly. It also moves at a high speed so there is very little timing necessary.&lt;br /&gt;
* The ship is so fast that the straight forward shot is not a very big deal. And straight forwards shot don't benefit from getting close to enemies, so you can play very safe when you use Shinden.&lt;br /&gt;
* The bomb is basically the same as the Mosquito's and just as powerful. It's a good asset both for defense and offense. &lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Shinden's passive damage (without using charges) falls a bit short compared to some other ships. You really need to use your charges to get through bosses and large enemies quickly. Good management of your charge meter is crucial to playing Shinden well. &lt;br /&gt;
* The secondary shot is by far the least useful weapon Shinden has. The shots just don't deal a lot of damage and don't really stick to small enemies or the ones that move around a lot. &lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/7gflqMAClmY M.T - 3,250,100 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Ki84 Hayate &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #5490ff&lt;br /&gt;
|backcolor = #f7faff&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Ki84 Hayate&lt;br /&gt;
|shipimage = [[Image:S1945ii-Hayate.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Wide&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | C}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | S}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Syusui Super Rush''' &amp;lt;br&amp;gt; Hayate will release options that move towards enemies and stick to them, dealing damage to whichever enemy they have targetted. The amount of options Hayate has is equal to the power up level he currently is. For example, if the player has picked up 2 [[File:Power-up-small.png]] items, then their ship will have 2 options.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Fugaku Covering Fire''' &amp;lt;br&amp;gt; A huge plane comes up the screen directly from below the player's position. This plane blocks incoming projectiles and shoots towards enemies. After absorbing enough damage, or after a couple of seconds, this plane leaves from the top of the screen. This plane is roughly as wide as 90% of the screen.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Syusui Localized Raid'''&lt;br /&gt;
* '''''LVL 1'''''  - Places one of the Hayate's options directly above the ship. It stays exactly there on screen shooting forward for roughly 10 seconds.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but it now uses 2 options and they shuffle places. It deals slighly more damage then two individual LVL 1 charges.&lt;br /&gt;
* '''''LVL 3'''''  - Same as LVL 2, but it now uses 4 options. Together they deal slighly more damage than two individual LVL 2 charges.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Hayate is a popular survival ship, with his homing options, fast speed and wide shot. His passive damage (without using any charges) at far distances from enemies is among best in the game. So you don't have to learn to get close to enemies to deal high damage, like Mosquito and Focke-wulf.&lt;br /&gt;
* The options deal a lot of damage and are quick to react and target incoming enemies.&lt;br /&gt;
* Hayate's charges stay on the screen for a long while and deal high damage. Making it easy to kill large enemies quickly.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Hayate's options are unpredictable in which enemy they decide to target if there are many on screen. And will snap from one zako to another really quick. This can be especially troublesome in the loop, where enemies shoot suicide bullets and the player has to make sure no enemy dies from an option while they are sitting close-by.&lt;br /&gt;
* The bomb has to come up the screen before it start to block projectiles, and it doesn't clear all the bullets on screen. Meaning the player has to slighly anticipate using a bomb and press it earlier than some other ships have to.&lt;br /&gt;
* The hitbox of the bomb is only a little bit larger than it's sprite. So enemies that shoot from the sides rather than from the top of the screen can still get very close to the player.&lt;br /&gt;
* The LVL 3 charge is never good enough to save up for. It's just slightly higher damage (which Hayate doesn't need).&lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/nStvM1e6USQ HD. - 3,330,300 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; P-38 Lightning &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #0033db&lt;br /&gt;
|backcolor = #f7faff&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = P-38 Lightning&lt;br /&gt;
|shipimage = [[Image:S1945ii-Lightning.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Forward&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | A}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Homing Missile''' &amp;lt;br&amp;gt; Lightning keeps shooting homing missiles. These do not increase in power when picking up Power-up items. After picking up 1 [[File:Power-up-small.png]] item, the ship get two missiles. After 2, 3 missles. After 3, 4 missiles. And after picking up 4 (maximum), the player gets 6 missiles. After all the missiles have hit their target, a new wave of missiles will be launched the next time the player shoots.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Mustang Attack Formation''' &amp;lt;br&amp;gt; The ship performs a &amp;quot;backflip&amp;quot;, during which it is invincible, and five helper ships come to assist the player by forming a shield in front of the player's ship and block projectiles and attack enemies directly in front of them. These helper ships have very little health and retreat as soon as they are hit a couple of times, or if enough time has passed.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Frame Type-II Missiles (One-ton Bomb at LVL 3)'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will launch two missiles from the sides of the ship directly forward. Upon impact with an enemy, it'll explode and deal damage to all enemies within the area.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but the size and damage of them missiles is much greater now. The explosion area is also increased.&lt;br /&gt;
* '''''LVL 3'''''  - Now, it fill only shoot one large missle from below the player's ship. This one has a significant increase in damage and explosion size and duration.  [[https://imgur.com/wm4RIB5 Explosion size]]&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Lightning is among the simpliest characters to learn and use. The homing missiles are good for clear zako waves quickly. The forward shot deals a lot of damage to stronger enemies. The charge shot is also easy to use and has an immediate effect. &lt;br /&gt;
* The homing missiles make the low ship speed not as big an issue as with some other characters. You don't have to move all over to screen to clear waves of enemies. Only when dealing with large, tankier enemies.&lt;br /&gt;
* Pointblanking close to, or on top of enemies, deals notably more damage because of the instantly repeating homing missiles that now spawn continuously.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The speed combined with the straight forward shot makes it hard to kill a large fleet of enemies. The homing missiles help, but only with zako enemies. &lt;br /&gt;
* Lightning's bomb can often not be enough to secure your safety. Especially in the second loop, it is common to use multiple bombs to clear a single section of enemies. They helper ships from the bomb have far too little health to safely hide behind them. Their firepower is also nothing noteworthy.&lt;br /&gt;
* Aiming the missiles from the charge shot can sometimes be tricky because of the low speed.&lt;br /&gt;
* In general, to make good use of Lightning, a lot of routing has to be done and most things have to be done very specifically. &lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [http://www.nicovideo.jp/watch/sm14122759 bbb - 2,953,500 - 2-ALL] (Replay only contains loop 2)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
=== Medals ===&lt;br /&gt;
By killing certain ground enemies or destroying scenery, the player can uncover &amp;lt;span style=&amp;quot;color:#d49400&amp;quot;&amp;gt;'''Medals'''&amp;lt;/span&amp;gt; [[File:S1945ii-medals.gif]]⠀that are hidden throughout the game. They are worth points when players pick them up. The value is determined by how close the player is to picking them up when they are glowing. When the sprite is glowing, the medal will be worth 2,000 points. If they are a bit off, it will be worth 1,000 points. If they are even more off, it will be worth 500 points. If it's not close at all, the medal will only be worth 200 points.&lt;br /&gt;
&lt;br /&gt;
Medals are the single biggest source for high scores. One loop contains 134 medals, worth 268,000 points if all of them were to be picked up when they are at their highest value.&lt;br /&gt;
&lt;br /&gt;
=== Respawn Glitch ===&lt;br /&gt;
[[File:S1945ii-respawn-glitch.gif|thumb|right|In some rare cases, you can do this glitch without revenge bullets.]]&lt;br /&gt;
If the player does not deal enough damage to the boss before they '''[[time-out]]''', the boss will explode itself and release revenge bullets. However, all the bullets remain on screen and don't disappear. Normally when a boss is killed, all the bullets from the screen will be removed, but not when it times out.&lt;br /&gt;
&lt;br /&gt;
If the player manages to '''die right before they would lose control over their ship''', they will respawn but '''won't lose their extend or bombs'''. But the death animation will still happen and the ship will drop their items (see Gameplay Overview). When the ship respawns on screen, they won't have control and the ship leaves from the top of the screen. If they pick up the items they dropped while on their way, they collect them and recieve any potential score bonuses. It should be noted that by doing this, the player won't recieve points from killing the boss. Meaning this is only worth doing if the score (and or items) are more worth it than just killing the boss before it times out.&lt;br /&gt;
&lt;br /&gt;
The only thing that will reset upon this death is the charge meter, which will be set to have a LVL 1 charge available, the same as if the player would've normally died. &lt;br /&gt;
&lt;br /&gt;
Most bosses (but not all) will not have bullets on screen during the period where the player needs to die. The most common way to perform this glitch is to let the boss time out and kill a [[zako]] enemy which will shoot a revenge bullet. Then try to get hit by the revenge bullet when the time is right. The position where you die is also of crucial importance. The items need to be in the right place when the ship respawns and goes up the screen. Remember that you don't have control over the ship when it respawns. Certain enemies, like the Flying Pancake, have an easier time with this trick because they can sit in the right position and have their homing lasers shoot an enemy that might not be in range with the ship's main shot. &lt;br /&gt;
&lt;br /&gt;
An example for how much this trick is worth; if the player has all their bombs in stock when they die, they'll drop 2 [[File:Power-up-small.png]] items and 2 [[File:S1945ii-bomb-small.png]] bombs. Picking up all these items on the way up will be worth 28,000 points. Subtract the amount of score a normal boss kill would've given you (10,000 in most cases), and the result will be how much score you've gained by doing this glitch.&lt;br /&gt;
&lt;br /&gt;
=== Boss milking ===&lt;br /&gt;
Most bosses will repeatedly spawn [[zako]] enemies during the fight (or other unique enemies). The player can decide to keep the boss alive for longer to kill more of these enemies for extra points. In most cases, they'll try to kill the boss just before it times out. Otherwise they miss out on the bonus of killing it, which is always worth more than a couple of extra zako waves.&lt;br /&gt;
&lt;br /&gt;
These zako waves are not always the same. For example, during the fight against '''Syumi Type-0''', the next wave of zako will spawn a few seconds after the previous wave was killed or flew off the screen. Killing these enemies quickly will thus result in more waves. The types of waves and where they come from is also randomized. On the other hand, during the fight against '''Iron Casket''', the enemies will always come in the same formation in a static pattern. These always comes at a set time, regardless of how quickly the previous wave was killed.&lt;br /&gt;
&lt;br /&gt;
Bosses that can be milked include; '''Syumi Type-0''', '''Graf Zeppelin''', '''Gliath''', '''Iron Casket''' and '''Rommel'''. '''Cross Sinker''' also spawns [[zako]] enemies, but only in the second loop.&lt;br /&gt;
&lt;br /&gt;
This trick does not include milking enemis that spawn from the player being at low [[File:Power-up-small.png]] power. That can be done on any boss, but it will override any zako planes that would come on the screen. This is not worth doing for various reasons if the boss spawns zako waves by itself.&lt;br /&gt;
&lt;br /&gt;
=== Quick killing certain waves of enemies ===&lt;br /&gt;
During stages, there will be certain enemies that keep respawning when you kill one. This doesn't happen very often, each of these instances can be found here: ''[[Strikers 1945 II/Notable Scoring Sections]]''&lt;br /&gt;
&lt;br /&gt;
This is not referring to killing zako waves during bosses mentioned in the last section, but it works the same. With the exception that the is no randomness involved.&lt;br /&gt;
&lt;br /&gt;
=== Powering down for extra enemies ===&lt;br /&gt;
[[File:S1945ii-power-down-strat.gif|thumb|right|Waiting for more power up carriers to come on screen.]]&lt;br /&gt;
If the player is at the power level where they have picked up 1 [[File:Power-up-small.png]] item or none at all, the game will spawn a specific group of zako enemies the next time it can. This group consists of 3 blue ships who are worth 200 points each. Follow by the blue ships, there is a red ship. This one is also woth 200 points, but also drops a [[File:Power-up-small.png]] item when it's killed. If there is a stretch of gameplay where there are no zako spawning, the player can choose lose their power ups by touching flying enemies to have these waves of enemies spawn. This is mostly done during boss fights that don't have zako coming in during the fight, but there are some exceptions.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if there are [[File:Power-up-small.png]] items flying on screen, they will prevent more waves of power up carriers spawning.&lt;br /&gt;
&lt;br /&gt;
=== Max bomb bonuses ===&lt;br /&gt;
Picking up a bomb [[File:S1945ii-bomb-small.png]] while already having the maximum amount you can carry (that being 9 bombs), rewards the player with 10,000 points instead. Through the game, 16 bombs will be dropped by enemies (one for each stage). Not including bombs that drop when the player dies. If the player can survive without using bombs, they can start getting these bonuses. They can stack up to 90,000 points in bonuses if the player goes through the entire game without using one. &lt;br /&gt;
&lt;br /&gt;
=== End bonus ===&lt;br /&gt;
If the player has managed to clear both loops, they will be rewarded a score bonus that depends on how many '''[[extends]]''' and '''bombs''' they have remaining as well as the power-up level they are on. The amount they get will be:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:110%&amp;quot; | End Bonus = (20,000 * Extends remaining) + (10,000 * Bombs remaining) + (5,000 * Power-up level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if the player has 3 extends and 9 bombs when clearing (the maximum you can have), they will be rewarded:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
End Bonus = (20,000 * '''3''') + (10,000 * '''9''') + (5,000 * '''4''') = '''170,000''' points&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
While the scoring tricks mentioned so far are mostly used throught the game, there are some specific sections that are worth highlighting.&amp;lt;br&amp;gt;&lt;br /&gt;
For more details on these tricks are: ''[[Strikers 1945 II/Notable Scoring Sections]]''&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission1.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N31.5, E128.9 (Japan): East China Sea'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Syumi Type-0 (Huge Flying Boat)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Messerschmitt Me 323 Gigant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission2.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N68.8, W57.9 (North Pole): North Atlantic Ocean'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Graf Zeppelin (Super Carrier)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Nagato&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission3.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N36.3, W112.5 (United States of America): Grand Canyon, Colorado River'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀ Gliath (Armored Train)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission4.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N44.9, E6.2 (France): Saint-Christophe-en-Oisans, Rhône-Alpes'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀ Iron Casket (Battle Airship)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Flakturms (Flak towers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission5.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S22.4, E18.3 (Namibia): Kalahari Desert'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Rommel (Fortress)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Landkreuzer P. 1000 Ratte&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission6.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S7.5, W62.4 (Brazil): Madeira Dam'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Cross Sinker (Gigantic submarine)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Karl-Gerät&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission7.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S7.5, W62.4 (Brazil): C.A.N.Y. Industrial Site'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Block-Ade&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀CANNY I or CANNY II &amp;lt;br&amp;gt;⠀⠀''(this midboss is decided randomly)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission8.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S7.5, W62.4 (Brazil): F.G.R. Headquarters'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀F.G.R. (Huge mechanical alien)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀B.B.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
Replays for this game can be found in this '''[[Strikers 1945 II/Video Index|Video Index]]'''.&lt;/div&gt;</summary>
		<author><name>PenolAkushari</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Enemy_list&amp;diff=25212</id>
		<title>Shippu Mahou Daisakusen/Enemy list</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Enemy_list&amp;diff=25212"/>
		<updated>2023-11-07T17:14:07Z</updated>

		<summary type="html">&lt;p&gt;PenolAkushari: Added proper links to the revenge bullets definition in glossary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Enemy collision types ==&lt;br /&gt;
Each enemy has various properties that determine how they react to collisions.&lt;br /&gt;
&lt;br /&gt;
=== Collision types ===&lt;br /&gt;
* '''None:''' This enemy cannot collide with the player.&lt;br /&gt;
* '''Weak:''' By far the most common collision type, the player will damage the enemy during collision. Only enemies of this type can be spin killed.&lt;br /&gt;
* '''Invincible:''' Enemies of this type take no damage from a collision, but might still be damaged by weapons.&lt;br /&gt;
* '''Deadly:''' Enemies of this type destroy the player on collision. The enemy still takes damage from the collision and may even die.&lt;br /&gt;
&lt;br /&gt;
== Enemy list ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Basalna City &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-impenemy.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 50&lt;br /&gt;
|spinscore = 100&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = Bumping&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = An imp that will dive and try to non-lethally bump the the player. Extremely harmless.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-s1-rareenemy.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 0&lt;br /&gt;
|spinscore = 0&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = [[Dodging_strategy#Random_bullet_patterns|Random cone]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = An very rare and unusual ship that only appears when traveling at minimum speed near the start of Basalna City. Strangely, it awards no score.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-s1-rotator.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Harmless buoys that hug the screen edges in Basalna City.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-s1-purpleflyingtank.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed 3-way]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A flying tank. Destroy quickly or they will pollute the area with bullets.&lt;br /&gt;
''Spin kill strategy:'' Spin kill ASAP. You will have trouble approaching them once they start firing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-s1-skullship.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1500&lt;br /&gt;
|spinscore = 3000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = The &amp;quot;toughest&amp;quot; enemies in Basalna City. Sometimes they fail to spawn, causing resets on score runs.&lt;br /&gt;
''Spin kill strategy:'' Spin kill before they can fire, or spin kill from the top where there is no threat of being shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-s1-witch.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Just an enemy racer you can destroy for points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-s1-gareggaship.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Just an enemy racer you can destroy for points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-s1-yellowgaregga.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Just an enemy racer you can destroy for points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-s1-musclegaregga.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Just an enemy racer you can destroy for points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-s1-carpet.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = 300&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = It's Carpet. She becomes a fully playable character in a later game, [[Armed Police Batrider]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-s1-pointyracer.png&lt;br /&gt;
|imagepx = 77px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Just an enemy racer you can destroy for points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-s1-meteorracer.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Just an enemy racer you can destroy for points. He's worth more points than the others.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-s1-bugjockey.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1300&lt;br /&gt;
|spinscore = 2600&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = A sturdy enemy racer worth many more points than all the others.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-s1-bosswing.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 5500&lt;br /&gt;
|spinscore = 11000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = [[Dodging_strategy#Random_bullet_patterns|Random cone]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-s1-bossbody.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 18000&lt;br /&gt;
|spinscore = 30000&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Basalna City&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_random_bullet_patterns|Aimed random shots]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Air Circus &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-AC-rotator.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 50&lt;br /&gt;
|spinscore = 100&lt;br /&gt;
|worthspin = If it's safe&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Air Circus enemies who float slowly and occasionally shoot. Dangerous if left alone for too long in the tight spaces of Air Circus.&lt;br /&gt;
''Spin kill strategy:'' Don't bother unless they're alone and you have nothing better to do.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-AC-Turtle.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 800&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = If it's safe&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static pattern]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = A giant turtle that opens its shell to shoot.&lt;br /&gt;
''Spin kill strategy:'' Don't bother unless it's alone. 200 extra points isn't worth the risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-AC-wallrunner.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Runners who appear on the sides of the Air Circus track. Focus especially on destroying them as they continue to fire at difficult angles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-AC-mage.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;;&amp;gt;Air Circus, Forest of Dead, Kingdom Grandprix &amp;lt;/span&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Enclosing bullets]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Mages who appear and fire enclosing patterns. Don't move when they appear and the bullets will fly past.&lt;br /&gt;
''Spin kill strategy:'' Earlier in the game, they die in one bump, and you should aggressively go after them. Later, they will have more health, and you will have to take it safer and opt to kill them with shots sometimes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-AC-balldemon.png&lt;br /&gt;
|imagepx = 66px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = If it's safe&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shot]]&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Demons who will toss a big iron ball to knock racers around. The balls are especially powerful if you're at the very bottom of the screen.&lt;br /&gt;
''Spin kill strategy:'' They are harmless up close, so go ahead and spin kill them unless you have something more important to do.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-AC-stopsign.png&lt;br /&gt;
|imagepx = 131px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 3500&lt;br /&gt;
|spinscore = 20&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Barricades that break when touched. A massive source of points if you can destroy them with shots or bombs. Worthless when rammed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-AC-bluemage.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = If it's safe&lt;br /&gt;
|locales = &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;;&amp;gt;Air Circus, Forest of Dead, Kingdom Grandprix &amp;lt;/span&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Enclosing bullets]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Just like regular mages except they fly around before shooting. &lt;br /&gt;
''Spin kill strategy:'' It's very tough to pin them down. Shoot them for half points if you can't ram them before they can escape offscreen. Later in the game, they are sturdier and it's almost suicide to try and bump them, so just use shots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-AC-logcarrier.png&lt;br /&gt;
|imagepx = 71px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Flying bundles of logs that drop 4 logs when destroyed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-AC-log.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 300&lt;br /&gt;
|spinscore = 2000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A falling log. Awards a strangely huge amount of points when spin killed.&lt;br /&gt;
''Spin kill strategy:'' Essential for scoring. The strategy is different for each character. Check the strategy page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-AC-boss.png&lt;br /&gt;
|imagepx = 122px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 23000&lt;br /&gt;
|spinscore = 46000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Air Circus&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Velmatic Ocean &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-VO-hydroturtle.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 250&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Velmatic Ocean&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Velmatic Ocean's cannon turtles. Only appear during the chaotic opening of the race. Watch for their shots as they may get lost in the chaos.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-VO-speedboat.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 200&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Velmatic Ocean&lt;br /&gt;
|attacks = (loop 2) [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Speedboats that are normally too docile to even fire.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-VO-rocks.png&lt;br /&gt;
|imagepx = 111px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 1000&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Velmatic Ocean&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Large rocks worth some points if destroyed with weapons. They can crush racers at the bottom of the screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-VO-goblinrotator.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = 300&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Velmatic Ocean, Crossfire&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Rotating tanks piloted by goblins. They can overwhelm with numbers.&lt;br /&gt;
''Spin kill strategy:'' They fire at fixed intervals, so it is possible to safely do spin kills with the right timing and if no other dangers are present, but it's still a bit risky.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-VO-shack.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 650&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Velmatic Ocean&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Some uninhabited shacks near the Velmatic Ocean you can destroy for decent points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-VO-goblindreadnought.png&lt;br /&gt;
|imagepx = 111px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1000&lt;br /&gt;
|spinscore = 2000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Velmatic Ocean&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shot spread]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = The toughest enemies in the Velmatic Ocean. Focus fire and memorizing their pattern helps.&lt;br /&gt;
''Spin kill strategy:'' Try to get behind them and bump carefully lest you accidentally end up falling down into their bullet patterns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-VO-hydrotank.png&lt;br /&gt;
|imagepx = 111px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 300&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Velmatic Ocean&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = Their strange attack angles and relative sturdiness make them quite dangerous, especially on loop 2 where their bullets are very fast. It's possible to sometimes fly directly above them in safety.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-VO-boss.png&lt;br /&gt;
|imagepx = 132px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 25000&lt;br /&gt;
|spinscore = 50000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Velmatic Ocean&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Outcast Castle &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-OC-coffin.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 50&lt;br /&gt;
|spinscore = 100&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Outcast Castle&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Spinning coffins that sometimes shoot.&lt;br /&gt;
''Spin kill strategy:'' Their rapid movements make them hard to consistently bump and they will shoot you once your speed drops. Bump until it's no longer safe.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-OC-pod.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Outcast Castle&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Their unexpected shots can make them dangerous while trying to bump kill enemies in the vicinity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-OC-bat.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 30&lt;br /&gt;
|spinscore = 60&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Outcast Castle, Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed suicide bullets (loop 2)]]&lt;br /&gt;
|dangerlevel = Very low (High)&lt;br /&gt;
|content = Bats that can only slightly bump players. Extremely dangerous on loop 2 where they fire [[Help:Glossary#Revenge_Bullets|suicide bullets]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-OC-portrait.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = 300&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = Outcast Castle&lt;br /&gt;
|attacks = Bumping&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Flying portraits of the undead that try to block and decelerate the player.&lt;br /&gt;
''Spin kill strategy:'' There's not much happening during this section, so try to bump kill these guys when there's no pods nearby. The score is little so it's not worth much risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-OC-zombie.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Outcast Castle, Cold Corridor&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Zombies. Their unexpected and sudden aimed shots make them surprisingly dangerous.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-OC-ghost.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Outcast Castle&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A ghost that can pass through solid matter. Their sudden aimed shots from odd angles make them surprisingly dangerous.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-OC-flyingzombie.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 800&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Outcast Castle, Deeply Dungeon&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Floating zombies that are sturdier than others. Weak attacks, but they can swarm the screen and trap you.&lt;br /&gt;
''Spin kill strategy:'' They can randomly shoot you at close range, ruining a score run over 200 points. Not worth it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-OC-boss.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 28000&lt;br /&gt;
|spinscore = 50000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Outcast Castle&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Crossfire &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-VO-goblinrotator.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = 300&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Velmatic Ocean, Crossfire&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Rotating tanks piloted by goblins. They can overwhelm with numbers.&lt;br /&gt;
''Spin kill strategy:'' They fire at fixed intervals, so it is possible to safely do spin kills with the right timing and if no other dangers are present, but it's still a bit risky.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-smallturret.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Small turrets that never stop firing aimed shots. If you leave even one alive, it could be your doom.&lt;br /&gt;
'''Bug:''' On crossfire loop 2, you can make them fire slowly if you drop to minimum speed because of [[Shippu_Mahou_Daisakusen#Rank_overflow |rank overflow]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CF-largeturret.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Large turrets that never stop firing aimed shots. There is a large safe spot near their center, but there is not really any reason to use it as another turret will probably just shoot you instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-goblinjuggernaut.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 900&lt;br /&gt;
|spinscore = 1200&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = &amp;lt;small&amp;gt;Crossfire, Strato Sphere, Kobold Tower&amp;lt;/small&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed streams]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = One of the most dangerous enemies in the game, they fire aimed streams for a very long time and are sturdy.&lt;br /&gt;
'''Spin kill Strategy:''' Usually not worth the 300 extra points unless they are alone and you have a good route.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CF-bazookagoblin.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 40&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Kobolds with bazookas. Very weak when alone, they can become dangerous if left alive or when paired with other enemies.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-koboldmech.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = &amp;lt;small&amp;gt;Crossfire, Strato Sphere, Kobold Tower&amp;lt;/small&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static pattern]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A large mech with a gun that sprays bullets downwards. It's safer to be near them than downwind of them. Somewhat dangerous when accompanied, as their long strings of bullets restrict movement options.&lt;br /&gt;
''Spin kill Strategy:'' It's quite safe to be anywhere other than beneath them, so they can be spin killed if they are not accompanied by other enemies. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-rotatorspawner.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = Enemy spawn&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = A rotator spawner that is invincible until it opens. Quite hard to destroy on the second loop because of the invulnerable period. For max points, let it spawn some rotators before destroying it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CF-angryrotator.png&lt;br /&gt;
|imagepx = 81px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = These often spawn behind you or suddenly shoot you from offscreen in the tight confines of Crossfire. It's recommended to boost and try to despawn them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-vehiclebay.png&lt;br /&gt;
|imagepx = 125px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 3500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = Enemy spawn&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = A battleship vehicle bay which holds one goblin frigate. Essential for scoring, but has extremely high health. Some characters may need bombs to take it out in time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CF-propellor.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 600&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = After destroying at least 2 of these propellers, the attached wing will explode and clear a path. If more propellers are destroyed at exactly at the same time, some extra points can be earned. Try destroying one propeller and then lining up to destroy two more at exactly the same time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-wing.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = -&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 1500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = Blocks path&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = A giant battleship wing that blocks the path of racers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CF-bossarm.png&lt;br /&gt;
|imagepx = 75px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]] / [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Deadly]]&lt;br /&gt;
|score = 5000&lt;br /&gt;
|spinscore = 10000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = Divebomb, bump&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-boss.png&lt;br /&gt;
|imagepx = 111px&lt;br /&gt;
|health = -&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 20000&lt;br /&gt;
|spinscore = 20000&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Crossfire&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Deeply Dungeon &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-DD-cagedguy.png&lt;br /&gt;
|imagepx = 77px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 5800&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Deeply Dungeon, Cold Corridor&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static pattern]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Caged giants worth a lot of points. They take a long time to explode and award their points, so for score runs you may need a bomb to kill both of them before they scroll off the screen and award ''nothing''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-DD-brick.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = -&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = Blocks path&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Destructible traps that shoot out of the wall in Deeply Dungeon. Very non-threatening if traveling at minimum speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-DD-beholder.png&lt;br /&gt;
|imagepx = 77px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 600&lt;br /&gt;
|spinscore = 1200&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Beholders that shoot a single laser downwards, or a static ring of 6 shots.&lt;br /&gt;
''Spin kill strategy:'' You may not be doing [[Shippu_Mahou_Daisakusen/Strategy#Spinbomb glitch|the spin glitch]] in this stage, so manual [[Shippu_Mahou_Daisakusen/Strategy#Wall spins|wall spins]] may be appropriate. May be too dangerous however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-DD-fish.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 50&lt;br /&gt;
|spinscore = 100&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Simple fish that shoot aimed shots.&lt;br /&gt;
''Spin kill strategy:'' On loop 2, it's too easy to get shot in the face, and it's only worth 50 points. This is on top of being massively out of position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-DD-deadfish.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 600&lt;br /&gt;
|spinscore = 1200&lt;br /&gt;
|worthspin = Not on loop 2&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = None / [[Dodging_strategy#Aimed_bullet_patterns|Aimed suicide bullets]]&lt;br /&gt;
|dangerlevel =  None / High&lt;br /&gt;
|content = A fish corpse that releases worms upon death. On loop 2, the worms release dangerous masses of suicide bullets.&lt;br /&gt;
''Spin kill strategy:'' You might be able to spin kill it on loop 1, but it's almost guaranteed death on loop 2.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-FOD-worms.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 10&lt;br /&gt;
|spinscore = 20&lt;br /&gt;
|worthspin = Not really&lt;br /&gt;
|locales = Deeply Dungeon, Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed suicide bullets]]&lt;br /&gt;
|dangerlevel = Very low (loop 2: Very high)&lt;br /&gt;
|content = A simple worm. Has no hope of doing anything except blocking the player momentarily. On loop 2, fires aimed suicide bullets that you absolutely must take into account.&lt;br /&gt;
''Spin kill strategy:'' The highest scoring runs will only encounter these on loop 2 where it certainly isn't worth risking the entire run over 10 extra points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-DD-worm.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Deadly]]&lt;br /&gt;
|score = 450&lt;br /&gt;
|spinscore = 900&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = [[Dodging_strategy#Homing_patterns|Deadly homing ram]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = Worms that randomly appear from pipes. Surprisingly sturdy, attacking from strange angles and having deceptively large hitboxes, they may be the most likely source of death in Deeply Dungeon other than the boss.&lt;br /&gt;
''Spin kill strategy:'' You can technically spin kill them, but you will die in the process.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-DD-octopod.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 50&lt;br /&gt;
|spinscore = 100&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel =  Low&lt;br /&gt;
|content = Tiny octopodes that behave identically to the fish enemies in Deeply Dungeon.&lt;br /&gt;
''Spin kill strategy:'' On loop 2, it's too easy to get shot in the face, and it's only worth 50 points. This is on top of being massively out of position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=Right&lt;br /&gt;
|image = KGP-OC-flyingzombie.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 800&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Outcast Castle, Deeply Dungeon&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Floating zombies that are sturdier than others. Weak attacks, but they can swarm the screen and trap you.&lt;br /&gt;
''Spin kill strategy:'' They can randomly shoot you at close range, ruining a score run over 200 points. Not worth it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-DD-chomper.png&lt;br /&gt;
|imagepx = 78px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 2800&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = Suction chomp&lt;br /&gt;
|dangerlevel =  High&lt;br /&gt;
|content = A giant reptilian head that will suck you in and chomp you. Boosting past on non-score runs works. Their awarded score is significant and they are extremely sturdy, so some characters may need to bomb this section.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-DD-bigbubble.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = Slowing attack&lt;br /&gt;
|dangerlevel =  Low&lt;br /&gt;
|content = Giant bubbles that will attach to the player ship and slow them down. Can sometimes immobilize you enough for another enemy to kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-DD-smallbubble.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 200&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = Slowing attack&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Small bubbles that will attach to the player ship and slow them down. Can sometimes immobilize you enough for another enemy to kill you..&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-DD-boss.png&lt;br /&gt;
|imagepx = 122px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 33000&lt;br /&gt;
|spinscore = 33000&lt;br /&gt;
|worthspin = No&lt;br /&gt;
|locales = Deeply Dungeon&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Cold Corridor &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-DD-cagedguy.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 5800&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Deeply Dungeon, Cold Corridor&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static pattern]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Caged giants worth a lot of points. They take a long time to explode and award their points, so for Cold Corridor (which scrolls much faster than Deeply Dungeon) score runs you may need a bomb to kill both of them before they scroll off the screen and award ''nothing''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CC-beholder.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low-medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 300&lt;br /&gt;
|spinscore = 600&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Cold Corridor&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static ring]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = Beholders that fire a fast and expansive ring pattern.&lt;br /&gt;
''Spin kill strategy:'' If you're going to try for the extra 300 points, wait until all the bullets are gone; they won't fire twice. However, this makes it harder to win the race, and you potentially lose out on 5000 or more points from losing the race.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CC-boulder.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = Cold Corridor&lt;br /&gt;
|attacks = Bump attack&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Strong falling boulders native to Cold Corridor that only exist to bump you into bullets or obstacles. Different from the weak boulders in Kobold Tower.&lt;br /&gt;
''Spin kill strategy:'' It's usually quite safe to bump into boulders. Actually destroying them with only spin damage is the problem as they are relatively tough. Shooting them once and finishing them off with spin damage is sometimes better.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CC-icegolem.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 400&lt;br /&gt;
|spinscore = 800&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Cold Corridor&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Ice golems that shoot an extremely fast beam of aimed shots. They can't aim behind themselves at all.&lt;br /&gt;
''Spin kill strategy:'' Usually just get in their face and spin kill them instantly before they get to use the dangerous ice beam.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CC-giantbug.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 800&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Not really&lt;br /&gt;
|locales = Cold Corridor&lt;br /&gt;
|attacks = Boulders, [[Dodging_strategy#Aimed_bullet_patterns|Static 5-way]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A giant bug that spits up the boulders from the Cold Corridor. Each boulder is worth as many points as a normal boulder. Eventually, they will also fire a concerning 5-way bullet pattern.&lt;br /&gt;
''Spin kill strategy:'' It's much better to wait for them to shoot boulders and to then try to spin kill those. You won't ever really have the opportunity to spin kill them if you focus on the much more lucrative boulders.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-OC-zombie.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Outcast Castle, Cold Corridor&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Zombies. Their unexpected and sudden aimed shots make them surprisingly dangerous.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CC-imp.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 200&lt;br /&gt;
|spinscore = 400&lt;br /&gt;
|worthspin = Not really&lt;br /&gt;
|locales = Cold Corridor&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Static 5-way]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Imps that shoot a 5-way pattern.&lt;br /&gt;
''Spin kill strategy:'' The problem with spin killing them is that they sometimes shoot you from offscreen. Not worth the 200 extra points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-CC-iceprism.png&lt;br /&gt;
|imagepx = 44px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 50&lt;br /&gt;
|spinscore = 100&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = Cold Corridor&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Spinning ice prisms that don't really do anything other than provide extra points and rarely obstruct racers.&lt;br /&gt;
''Spin kill strategy:'' You can spin kill all of them if you get stuck in their &amp;quot;stream&amp;quot; pattern up against the left wall.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CC-boss.png&lt;br /&gt;
|imagepx = 142px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 33000&lt;br /&gt;
|spinscore = 66000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Cold Corridor&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Strato Sphere &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-SS-rotator.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Strato Sphere&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Rotating enemies from Strato Sphere that often appear in steady, relentless streams.&lt;br /&gt;
''Spin kill strategy:'' You can try when they first appear, but generally they are too numerous and aggressive to really spin kill and accompanied by too many other threats, and not worth the 100 extra points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-SS-koboldplane.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 800&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Strato Sphere, Kobold Tower&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = Planes appearing in several stages, they take a surprisingly long time to explode and continue shooting while they do so.  Very common to be caught off guard by them.&lt;br /&gt;
''Spin kill strategy:'' This spin kill is only worth 200 extra points, so it's only worth doing if it's totally safe (no other threats on screen) and you have nothing better you could be doing. Generally not worth the effort.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-SS-slowmage.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 600&lt;br /&gt;
|spinscore = 1200&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Strato Sphere&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Mages that only appear in Strato Sphere, they shoot red orbs that slow the player's movement speed and screen scroll speed. Speed is almost reduced to 0, meaning it's a nearly guaranteed death sentence by any other enemies nearby. The slowing effect is massive on loop 2.&lt;br /&gt;
''Spin kill strategy:'' They're a bit too sturdy by the time you get to Strato Sphere, and you're unlikely to be able to spin kill many of them, if any. Remaining close to them for too long results in almost certain death.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-goblinjuggernaut.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 900&lt;br /&gt;
|spinscore = 1200&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = &amp;lt;small&amp;gt;Crossfire, Strato Sphere, Kobold Tower&amp;lt;/small&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed streams]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = One of the most dangerous enemies in the game, they fire aimed streams for a very long time and are sturdy.&lt;br /&gt;
''Spin kill Strategy:'' Usually not worth the 300 extra points unless they are alone and you have a good route.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-koboldmech.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = &amp;lt;small&amp;gt;Crossfire, Strato Sphere, Kobold Tower&amp;lt;/small&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static pattern]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A large mech with a gun that sprays bullets downwards. It's safer to be near them than downwind of them. Somewhat dangerous when accompanied, as their long strings of bullets restrict movement options.&lt;br /&gt;
''Spin kill Strategy:'' It's quite safe to be anywhere other than beneath them, so they can be spin killed if they are not accompanied by other enemies. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-SS-flyingknight.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 700&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Strato Sphere, Kobold Tower&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots, bump attacks]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Ships that appear in swarms. After they fire their set salvo of bullets they will begin using divebomb/bump attacks targeted directly at the player's position. These are fairly disruptive when at the very bottom of the screen, so try to stay forward at least a little bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-SS-flyingshark.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = 300&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Strato Sphere&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Ships resembling sea life that shoot aimed shots. Not that dangerous on their own, but they are paired with mages shooting slowing orbs.&lt;br /&gt;
''Spin kill strategy:'' They take some time to begin firing, so if going for spin kills, one needs to stay very aggressive and bump them all before any of them begin firing. Probably not a good idea for slower ships.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-SS-boss.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = Very high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 38000&lt;br /&gt;
|spinscore = 70000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Strato Sphere&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = Extremely high&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Forest of Dead &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-OC-bat.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 30&lt;br /&gt;
|spinscore = 60&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Outcast Castle, Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed suicide bullets (loop 2)]]&lt;br /&gt;
|dangerlevel = Very low (High)&lt;br /&gt;
|content = Bats that can only slightly bump players. Extremely dangerous on loop 2 where they fire [[Help:Glossary#Revenge_Bullets|suicide bullets]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-FOD-reaper.png&lt;br /&gt;
|imagepx = 82px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 450&lt;br /&gt;
|spinscore = 900&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Undead with guns. They fire disorienting streams of aimed shots. Their angles of attack are extremely limited however.&lt;br /&gt;
''Spin kill strategy:'' Doing spinbumps from behind is a great way to kill them. The only downside is you will end up accelerating, and fewer will spawn, limiting point gain. A combination of shot kills and spin kills is probably best.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-AC-mage.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;;&amp;gt;Air Circus, Forest of Dead, Kingdom Grandprix &amp;lt;/span&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Enclosing bullets]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Mages who appear and fire enclosing patterns. Don't move when they appear and the bullets will fly past.&lt;br /&gt;
''Spin kill strategy:'' Earlier in the game, they die in one bump, and you should aggressively go after them. Later, they will have more health, and you will have to take it safer and opt to kill them with shots sometimes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = Bigghost.png&lt;br /&gt;
|imagepx = 82px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 300&lt;br /&gt;
|spinscore = 600&lt;br /&gt;
|worthspin = If it's safe&lt;br /&gt;
|locales = Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A large ghost native to the Forest of Dead. His shots have a high delay, and will pollute the screen for some time, possibly trapping the player. Destroy quickly before any of this happens.&lt;br /&gt;
''Spin kill strategy:'' Large collision area and slow movement makes them a prime target for fast spin kills. spin kills are noticeably faster than shot kills on these ghosts.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-FOD-eye.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 599&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed suicide shots]]&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = Eyes that travel in packs that explode into extremely dangerous suicide bullets upon death. Destroying the central eye causes all the others to vanish harmlessly, so a piercing weapon is recommended for survival play. If left alive too long, they will spread out and try to surround the player. It's possible to get an extra wave to spawn sometimes, but it's not clear how exactly.&lt;br /&gt;
''Spin kill strategy:'' One of the most dangerous yet necessary enemies to spin kill in score runs. Let them bump you while you focus on avoiding the suicide bullets. If they decide to fully surround you or bump you into the bullets, there's not much you can do about it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-FOD-coffin.png&lt;br /&gt;
|imagepx = 82px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 600&lt;br /&gt;
|spinscore = 1200&lt;br /&gt;
|worthspin = Not really&lt;br /&gt;
|locales = Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy|Static ring, aimed shots]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = A coffin that releases a giant zombie vampire if you destroy it. No enemies will spawn while its unopened, so a popular strategy (especially on the second loop where its pattern is too dense to avoid) is to circle the screen in time with its static pattern until it flies away. It can be opened without releasing the vampire if done so just as it's about to leave the screen.&lt;br /&gt;
''Spin kill strategy:'' You can tap into it each time you rotate the screen and finish it off that way just as it's retreating. The problem is accidentally releasing the vampire too early, who on the second loop is an almost certain death sentence, all for 600 extra points. If anything, just shoot the coffin to finish it off when it's almost off screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-FOD-vampire.png&lt;br /&gt;
|imagepx = 95px&lt;br /&gt;
|health = Very high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1200&lt;br /&gt;
|spinscore = 2400&lt;br /&gt;
|worthspin = 1st loop only&lt;br /&gt;
|locales = Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static pattern]]&lt;br /&gt;
|dangerlevel = Low (loop 2: Very high)&lt;br /&gt;
|content = An undead vampire who sleeps in a massive coffin. He releases worms when damaged.&lt;br /&gt;
''Spin kill strategy:'' On loop 1, simply bump him from behind and collect free points. However, the highest scoring run will encounter the coffin on loop 2, where worms fire aimed suicide bullets, and so you want to avoid fighting this guy at all by not opening the coffin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-FOD-worms.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 10&lt;br /&gt;
|spinscore = 20&lt;br /&gt;
|worthspin = Not really&lt;br /&gt;
|locales = Deeply Dungeon, Forest of Dead&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed suicide bullets]]&lt;br /&gt;
|dangerlevel = Very low (loop 2: Very high)&lt;br /&gt;
|content = A simple worm. Has no hope of doing anything except blocking the player momentarily. On loop 2, fires aimed suicide bullets that you absolutely must take into account.&lt;br /&gt;
''Spin kill strategy:'' The highest scoring runs will only encounter these on loop 2 where it certainly isn't worth risking the entire run over 10 extra points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-FOD-boss.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 54000&lt;br /&gt;
|spinscore = 108000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Forest of Dead&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = Extremely high&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Kingdom Grandprix &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-goblinpod.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low-medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 50&lt;br /&gt;
|spinscore = 100&lt;br /&gt;
|worthspin = Only when safe&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Floating pods in Kingdom Grandprix that shoot standard aimed shots occasionally.&lt;br /&gt;
''Spin kill strategy:'' 50 points is very little for the effort of being at the very top of the screen, so it's only worth it when they are completely alone and one has nothing better to do. Surprisingly, they take two bumps to destroy, unlike other enemies of this type.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-wallrunner.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 300&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Wall runners that ride around the edges of Kingdom Grandprix. Speed up slightly if you want to destroy them as they will try to escape.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-lasership.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1800&lt;br /&gt;
|spinscore = 3000&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static laser]]&lt;br /&gt;
|dangerlevel = Low / Very high&lt;br /&gt;
|content = '''Type 1:''' An enemy that charges up and fires two straight lasers. Much less dangerous because of how slowly they charge and how quickly they are destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Type 2:'''Another type that looks identical instead fires two homing lasers. This type is extremely dangerous and should be focused immediately.&lt;br /&gt;
&lt;br /&gt;
''Spin kill strategy:'' The lasers take a long time to charge up, so bump them head on quickly before other enemies appear.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-goblinracer.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = A goblin racer that occasionally appears in Kingdom Grandprix. After defeating the boss, there's an infinite stream of them.&lt;br /&gt;
''Spin kill strategy:'' They can and will shoot you in the face if they are allowed to lock on, so if you're planning to spin kill them, it should be done either very quickly or after they have shot and their next shot is on cooldown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-fatmech.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 2500&lt;br /&gt;
|spinscore = 5000&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static Shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = '''Type 1:''' A fat mech that isn't as sturdy or as dangerous as it appears. If anything, he's more of a distraction for the other enemies who will fire directly at you.&lt;br /&gt;
&lt;br /&gt;
'''Type 2:''' Has a different color from type 1, and instead shoots 2 extremely fast large shots forward. Slightly more dangerous, and the shots have deceptively huge hitboxes.&lt;br /&gt;
&lt;br /&gt;
''Spin kill strategy:'' This spin kill is worth quite a lot. Even if it's dangerous, you want to go for it and plan your route around it if aiming for the highest possible scores.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=right&lt;br /&gt;
|image = KGP-AC-mage.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;;&amp;gt;Air Circus, Forest of Dead, Kingdom Grandprix &amp;lt;/span&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Enclosing bullets]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Mages who appear and fire enclosing patterns. Don't move when they appear and the bullets will fly past.&lt;br /&gt;
''Spin kill strategy:'' Earlier in the game, they die in one bump, and you should aggressively go after them. Later, they will have more health, and you will have to take it safer and opt to kill them with shots sometimes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-AC-bluemage.png&lt;br /&gt;
|imagepx = 88px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = If it's safe&lt;br /&gt;
|locales = &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;;&amp;gt;Air Circus, Forest of Dead, Kingdom Grandprix &amp;lt;/span&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Enclosing bullets]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Just like regular mages except they fly around before shooting. &lt;br /&gt;
''Spin kill strategy:'' It's very tough to pin them down. Shoot them for half points if you can't ram them before they can escape offscreen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-bashimech.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 3000&lt;br /&gt;
|spinscore = 6000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = [[Dodging_strategy#Homing_patterns|Homing shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Giant mechs that Bashinet R spawns from the walls. If you don't care about score, hiding in the top left on full boost is one way to easily survive them.&lt;br /&gt;
''Spin kill strategy:'' Bumping them from behind / getting stuck while [[Shippu_Mahou_Daisakusen/Techniques#Spinbomb glitch{{!}}spinbombing]] may be safer, easier, and more lucrative than even non-scoring strategies. Memorize the order the mechs burst out of the walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-bashiplate.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = -&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 12000&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Armor on Bashinet R's chest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-bashihands.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Invincible]]&lt;br /&gt;
|score = 6400&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = [[Dodging_strategy#Homing_patterns|Slowing grasp]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = Bashinet R will fire his homing hands after his wings are destroyed. They have infinite homing range and turn rate, but they can technically be avoided by moving upwards. The massive slowing effect they have makes it easier for Bashinet to hit you with his incredibly fast aimed shots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KG-boss.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Very high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 96000&lt;br /&gt;
|spinscore = 132000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Kingdom Grandprix&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Yashiki of Ninja &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-ninjakite.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 150&lt;br /&gt;
|spinscore = 300&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Ninja suspended from kites.&lt;br /&gt;
''Spin kill strategy:'' They are always alone and die in one bump, so spin killing all of them is very simple.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-firestatue.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 2500&lt;br /&gt;
|spinscore = 5000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static patterns (various)]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = The ninja yashiki's firebreathing statues. They can select from various types of patterns to shoot. Almost certain death until you learn their safespot.&lt;br /&gt;
''Spin kill strategy:'' It's much safer to stay near the top of the screen and bump them from behind rather than shooting them normally.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-goblinninja.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 400&lt;br /&gt;
|spinscore = 800&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static patterns (various)]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = Giant ninja that suddenly appear from various places and throw a flurry of shuriken.&lt;br /&gt;
''Spin kill strategy:'' It's much safer to stay near the top of the screen and bump them from behind/the sides instead of shooting them normally.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-attendant.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 100&lt;br /&gt;
|spinscore = 200&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Very fragile flying attendant statuettes.&lt;br /&gt;
''Spin kill strategy:'' When scoring, you're often at the top of the screen in this level, so it's fine to spin kill most of these when they are alone.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-door.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low-medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 300&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = -&lt;br /&gt;
|dangerlevel = -&lt;br /&gt;
|content = Just a traditional sliding door. Awards no points unless destroyed by shots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-agileninja.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Not really&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = Extremely agile ninja that suddenly appear and throw a msssive number of shuriken.&lt;br /&gt;
''Spin kill strategy:'' It's generally too difficult to safely bump into them due to their small collision area, huge attack patterns, and eccentric movement patterns. spin killing from behind may work, but your ship will accelerate, and you will miss killing a lot of the ninja entirely, thus canceling out the spin kill bonus and only adding extra danger.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-monk.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1800&lt;br /&gt;
|spinscore = 3200&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = Low&lt;br /&gt;
|content = Giant monks who spray a predictable pattern in all directions.&lt;br /&gt;
''Spin kill strategy:'' They retreat from the screen very quickly, so only ships with very good weight and control will be able to spin kill them all.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-templestatue.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1500&lt;br /&gt;
|spinscore = 3000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = Very low.&lt;br /&gt;
|content = Animated statues inhabiting the temple just before the boss. The safespot for their attack is directly beneath them, but the sides and behind are completely safe as well.&lt;br /&gt;
&lt;br /&gt;
''Spin kill strategy:'' They are no threat to anything behind them, so easily spin kill them from behind.&lt;br /&gt;
&lt;br /&gt;
'''Bug:''' These statues have such a high rank modifier for their health that they have a health overflow on loop 2, JP version, actually ultimately lowering their health.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-shadow.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 5000&lt;br /&gt;
|spinscore = 10000&lt;br /&gt;
|worthspin = If possible&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static shots]]&lt;br /&gt;
|dangerlevel = Extremely high&lt;br /&gt;
|content = Hayatemaru's shadow who will join him for the dual shuriken attack.&lt;br /&gt;
''Spin kill strategy:'' 5000 points is a lot, the problem is the randomness and danger of trying to bump into this enemy. Even after identifying which one is the shadow, one bomb (thrown out of the way to avoid damaging the shadow) will surely be needed for the invincibility frames.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-helperninja.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 2500&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed bouncing shots]]&lt;br /&gt;
|dangerlevel = Extremely high&lt;br /&gt;
|content = Ninja summoned by Hayatemaru. Their giant bouncing shuriken are extremely dangerous in the confined spaces of Hayatemaru's area.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-YN-boss.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 85000&lt;br /&gt;
|spinscore = 110000&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Yashiki of Ninja&lt;br /&gt;
|attacks = Various&lt;br /&gt;
|dangerlevel = Extremely high&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;font-size:180%&amp;quot;&amp;gt; Kobolds Tower &amp;lt;/span&amp;gt;===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-SS-koboldplane.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 800&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = Strato Sphere, Kobold Tower&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = Planes appearing in several stages, they take a surprisingly long time to explode and continue shooting while they do so.  Very common to be caught off guard by them.&lt;br /&gt;
''Spin kill strategy:'' This spin kill is only worth 200 extra points, so it's only worth doing if it's totally safe (no other threats on screen) and you have nothing better you could be doing. Generally not worth the effort.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-koboldmech.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 500&lt;br /&gt;
|spinscore = 1000&lt;br /&gt;
|worthspin = Sometimes&lt;br /&gt;
|locales = &amp;lt;small&amp;gt;Crossfire, Strato Sphere, Kobold Tower&amp;lt;/small&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static pattern]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = A large mech with a gun that sprays bullets downwards. It's safer to be near them than downwind of them. Somewhat dangerous when accompanied, as their long strings of bullets restrict movement options.&lt;br /&gt;
''Spin kill Strategy:'' It's quite safe to be anywhere other than beneath them, so they can be spin killed if they are not accompanied by other enemies. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-KT-frigatemech.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium-high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1500&lt;br /&gt;
|spinscore = 3000&lt;br /&gt;
|worthspin = When alone&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed stream]]&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = A large mech with dual gatling guns on its back. Very dangerous because of its durability and fire rate. It's attack period is very long as well. Focus these before other enemies or you will likely end up trapped.&lt;br /&gt;
''Spin kill Strategy:'' Aggressively bump them when they are alone for the nice spin kill score. During the enemy rush, you should just focus fire them down before they're able to start shooting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-CF-goblinjuggernaut.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 900&lt;br /&gt;
|spinscore = 1200&lt;br /&gt;
|worthspin = Usually no&lt;br /&gt;
|locales = &amp;lt;small&amp;gt;Crossfire, Strato Sphere, Kobold Tower&amp;lt;/small&amp;gt;&lt;br /&gt;
|attacks = [[Dodging_strategy#Aimed_bullet_patterns|Aimed streams]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = One of the most dangerous enemies in the game, they fire aimed streams for a very long time and are sturdy.&lt;br /&gt;
'''Spin kill Strategy:''' Usually not worth the 300 extra points unless they are alone and you have a good route.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side= right&lt;br /&gt;
|image = KGP-KT-koboldsaucer.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1000&lt;br /&gt;
|spinscore = 2000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks = [[Dodging_strategy#Static_bullet_patterns|Static streams]]&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Kobolds piloting flying saucers. They only appear alone and take a very long time to fire. Extremely nonthreatening.&lt;br /&gt;
''Spin kill Strategy:'' They only fire downwards and are very frail. One of the simpler spin kills in the game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KT-boulder.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Very low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 250&lt;br /&gt;
|spinscore = 500&lt;br /&gt;
|worthspin = Usually&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks = Bump attack&lt;br /&gt;
|dangerlevel = Very low&lt;br /&gt;
|content = Weak falling boulders native to Kobold Tower that only exist to bump you into bullets or obstacles. Different from the strong boulders in Cold Corridor, and unfortunately worth fewer points.&lt;br /&gt;
''Spin kill strategy:'' These boulders are weaker than Cold Corridor's and break in 1 bump, so focus on spin killing them during the boulder section unless there's a more valuable target or you need to shoot missiles down.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KT-missilepot.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 1500&lt;br /&gt;
|spinscore = 3000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks =  [[Dodging_strategy#Homing_patterns|Homing missiles]]&lt;br /&gt;
|dangerlevel = High&lt;br /&gt;
|content = A pot that sneakily falls onto ledges and begins firing destructible homing missiles. Not so dangerous if you attack aggressively.&lt;br /&gt;
''Spin kill strategy:'' These should be your spin kill focus during the Kobold Tower ascent, with boulders coming in second. You may need to let off a volley of shots to clear out the homing missiles first.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KT-koboldbattleship.png&lt;br /&gt;
|imagepx = 77px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 3300&lt;br /&gt;
|spinscore = 6600&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks =  [[Dodging_strategy#Homing_patterns|Homing missiles]], Enemy spawn&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Kobold battleships with 3 different attacks: inner turrets, homing missiles, and kobold spacemen. Each turret is worth '''1000 points''' as well.&lt;br /&gt;
''Spin kill strategy:'' The most important enemy in the game to spin kill. Each spin kill is worth an extra 3300, and if your character has piercing weapons, you can destroy the turrets for 1000 points each as well. They spawn infinitely after the boss, so that is when to go after them and spin kill them all as quickly as possible before the race ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KT-koboldspaceman.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Low&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 300&lt;br /&gt;
|spinscore = 600&lt;br /&gt;
|worthspin = When it's safe&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks =  [[Dodging_strategy#Aimed_bullet_patterns|Aimed shots]]&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = Kobolds in space suits. They go down easily, but their aimed shots can be unexpected and come from strange angles.&lt;br /&gt;
''Spin kill strategy:'' You can spin kill the ones before the boss. It's generally not worth the time during the battleship rush because you want to focus on destroying battleships as quickly as possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KT-boss.png&lt;br /&gt;
|imagepx = 133px&lt;br /&gt;
|health = Very high&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 92000&lt;br /&gt;
|spinscore = 124000&lt;br /&gt;
|worthspin = Yes&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks =  Various&lt;br /&gt;
|dangerlevel = Medium&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KT-launcher.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = High&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|None]]&lt;br /&gt;
|score = 1800&lt;br /&gt;
|spinscore = -&lt;br /&gt;
|worthspin = -&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks =  Launches pod&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPEnemyTable&lt;br /&gt;
|side=left&lt;br /&gt;
|image = KGP-KT-pod.png&lt;br /&gt;
|imagepx = 100px&lt;br /&gt;
|health = Medium&lt;br /&gt;
|collisiontype = [[Shippu_Mahou_Daisakusen/Enemy_list#Collision_types|Weak]]&lt;br /&gt;
|score = 5000&lt;br /&gt;
|spinscore = 10000&lt;br /&gt;
|worthspin = Maybe&lt;br /&gt;
|locales = Kobold Tower&lt;br /&gt;
|attacks =  [[Dodging_strategy#Random_bullet_patterns|Random ring]]&lt;br /&gt;
|dangerlevel = Very high&lt;br /&gt;
|content = ''See [[Shippu_Mahou_Daisakusen/Guides|the guides page]] for details''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Strategy]]&lt;/div&gt;</summary>
		<author><name>PenolAkushari</name></author>
		
	</entry>
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