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	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-04-17T04:49:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Soldier_Force&amp;diff=10073</id>
		<title>Soldier Force</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Soldier_Force&amp;diff=10073"/>
		<updated>2021-05-23T21:53:52Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Just change the layout somewhat to make it more appaeling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Soldier_Force_Logo.jpg|center|400px]]&lt;br /&gt;
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[[File:Soldier_Force_cover.jpg|thumb]|left|200px]]&lt;br /&gt;
Soldier Force (ソルジャーフォース) is a PC game developed and released by Studio Siesta which is a tribute to games like Star Soldier and other similar Caravan games.  The game is largely structured around the mechanics of Star Soldier, even bringing back the Trap Zone mechanic which lets players fly under structures to avoid enemy fire while invincible at the cost of being unable to fire while hiding.  The game features a modern re-imagining of the 16 stages of Star Soldier plus 16 additional stages inspired by other games in the franchise.  It is most notable for the number of musical remixes featured from multiple games such as Star Force, Star Soldier, Super Star Soldier, Final Soldier, and Soldier Blade.&lt;br /&gt;
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Soldier Force was released in 2006 but quickly discontinued after release due to alleged legal problems with Hudson Soft.&lt;br /&gt;
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== Gameplay Overview ==&lt;br /&gt;
Soldier Force is a 4 button game, but only one of the four ships uses the 4th button.&lt;br /&gt;
* '''Fire:''' Button held to fire continuously with your currently selected weapon.&lt;br /&gt;
* '''SoldierTrip:''' Activates SoldierTrip if the SoldierTrip bar is full, the effect dependent on whether or not the player has shields in stock currently.  Destroying enemies will slowly fill the SoldierTrip bar over time.&lt;br /&gt;
**If no shields are active, using SoldierTrip will bring your ship to maximum power and give the player a full stack of shields.&lt;br /&gt;
**If shields are currently surrounding the ship, this will activate a temporary hyper mode where each destroyed enemy will drop gold.&lt;br /&gt;
* '''Change:''' Used to switch between weapons if you have any secret weapons in your possession.&lt;br /&gt;
* '''Dock/Undock:''' Used only for Final Star SS.  At max power you can use this to send out the extra pod or return the pod to the ship.&lt;br /&gt;
&lt;br /&gt;
The Set-up Menu also contains a few gameplay options that can be adjusted:&lt;br /&gt;
*'''Trap Zone:''' This can be toggled on or off, if set to on the player can fly under land structures by entering them from the bottom and a flat enough opening.  The player ship is invincible while covered but cannot fire.  If set to off, the player cannot fly under any land structures.  '''New players would be advised to play with Trap Zone off if they do not like this mechanic, as it will also help find secrets more easily without being restricted on firing.'''&lt;br /&gt;
*'''Secret Weapon Start:''' This option lets you start with a laser secret weapon if turned on.&lt;br /&gt;
*'''Fighter Hit:''' Original is the size of the ship hitbox from 1.00, while Small is the default in 1.20 and features a smaller hitbox for the player ships.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
'''Caesar:''' A well rounded character with good speed and a 5-way shot at max power. Crafted around the standard Star Soldier ship.&lt;br /&gt;
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'''Noah:''' A character built around the ship featured in Hector 87.  It is slower than other ships but has a controllable pair of side shots she can control and move in reverse to her up/down movement when fire isn't being held. Noah is the only character who gets to retain side fire if she loses max power at the cost of slower firing and more limited fire on screen at once. This makes her a very good character to play for survival, so is a good consideration for anyone trying to get far into the Nightmare mode/loop.&lt;br /&gt;
&lt;br /&gt;
'''Final Star SS:''' Based on the ship featured in Star Force, a very technical ship with the highest speed abilities. It has a detachable pod at max power that can be placed in a fixed location or out left/right spaced from Final Star SS to match the ship's movement from a distance with a two-pronged attack. Final Star only shoots forward in a straight line unless it has the pod attached to the ship where it then fires in a cone, but the ship loses it's top speed in this form. Learning how to use the pod is essential to victory with this ship, but is difficult due to losing the pod if it ever gets damaged. This is a ship geared for masters.&lt;br /&gt;
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'''Golden Humming:''' This ship is crafted around the Star Soldier ship at maximum power, serving as a powerhouse with special piercing lasers none of the other ships possess. It is widely the most used ship due to it's piercing shot attributes and lack of major flaws, but can have some serious recovery issues after death due to the strict shot limit when powered down.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
When starting off, the only weapon available will be the default weapon assigned to the ship chosen.  If the player can uncover hidden secrets throughout the game however, they can use additional weapons.&lt;br /&gt;
&lt;br /&gt;
'''Laser:''' A forward-firing thin laser which packs a good punch.&lt;br /&gt;
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'''Golden Finger:''' An 8-Way shot with a limited fire rate.  Good for saving weakened ships that are not at full power.  Dying causes the player to lose the Golden Finger.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
'''Powerups:'''&lt;br /&gt;
Every ship starts off very slow with limited fire and a pea shooter, earns a speed up after picking up one powerup, gets a secondary fire upgrade with a 2nd powerup, and reaches max power and extra spread/rate of fire/extra pod with a 3rd powerup. Picking up a 3rd powerup will also give a stack of shields that can take three hits determinable by circular bubbles that surround the ship.  Their color indicates current damage, with red meaning shields are 1 hit away from breaking. Hitting physical objects like flying enemies or the silver balls that Star Brains shoot will immediately destroy all stacks of shield.  Powerups are uncovered by shooting containers laid across various areas of each stage and zig zag slowly to the bottom of the screen once revealed.  Powerups will block both your shots and enemy bullets, so in later stages it can be used as a form of protection briefly.  Similarly to Star Soldier, picking up a powerup with shields will not increase your power if you are powered down but will instead destroy all active enemies on screen and reduce your destruction bonus to 0.  Only if a powerup is collected with no shields active will the ship return to full power.  For this reason, powerups are good survival tools but often avoided when it comes to score chasing.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank exists in temporary and permanent fashions.&lt;br /&gt;
*Temporary Rank&lt;br /&gt;
**If SoldierForce is ever used with shields active, this will raise temporary rank slightly until the player powers down.&lt;br /&gt;
*Permanent Rank&lt;br /&gt;
**If a player times out a boss, permanent rank increases a bit and the player is reverted to the B checkpoint of the stage.  If this is done repeatedly across multiple stages, the game will become noticeably more difficult more quickly.&lt;br /&gt;
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=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Playing through Normal Mode's 16 stages(warps ok) will let the player see stage 17 which is the beginning of Nightmare loop.  After this stage is reached, Nightmare Mode will unlock in the main menu.  There is a True Last Boss that can only be reached by starting on Normal Mode and beating Stage 32 without using any continues.&lt;br /&gt;
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=== Scoring ===&lt;br /&gt;
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'''Extends:''' You can get five extends through score at 200K, 500K, 1M, 2.5M, and 5M points.&lt;br /&gt;
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'''Destruction Bonus:''' Destroying all enemies of a wave will give a 1000 point bonus followed by 2000, 3000, etc as long as an enemy does not fly away and escape in any waves. Meteors/Falling Stars are not counted towards destruction bonus. This bonus will cap at 10000 points per wave. Collecting a powerup with active shields will destroy all enemies on screen at that moment and reset the wave destruction bonus.&lt;br /&gt;
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'''Secret Bonuses:''' There are many secret Bonuses that will contribute greatly to score.  Refer to the strategy section for more information on these secret bonuses.&lt;br /&gt;
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=== Strategy ===&lt;br /&gt;
----&lt;br /&gt;
Soldier Force is excessively crammed with secrets to uncover in all 32 stages the game presents, as is expected from a game taking inspiration from various Star Force and Soldier games. Most hidden secrets require shooting at spots in stages that hide invisible tiles or icons until they are shot enough and then revealed.&lt;br /&gt;
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[[File:Zeg.jpg|left]]&lt;br /&gt;
'''Zeg:''' These are little Z blocks that grant exponential points per number uncovered each stage in 500, 1000, 4000, 10000, 40000, 80000 point amounts. Some levels actually have more than 6 Zegs so you can get 80K bonuses multiple times.&lt;br /&gt;
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[[File:Lazarus.jpg|left]]&lt;br /&gt;
'''Lazarus Bonus:''' A warning pop up will show for a head-shaped enemy that enters the screen through four corner pieces and then combines twice to make a whole. When the upper and bottom halfs are in the process of meeting each other, you can shoot in between them and get an easy 80000 for destroying them before the halves combine.&lt;br /&gt;
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[[File:Powerup Panel.jpg|left]]&lt;br /&gt;
'''Powerup Tiles:''' These are only accessible with the Trap Zone option toggled on. Flying under and completely through one of these raises you to full power regardless of your current condition including if you are powered down with shields, otherwise they do nothing if you're already at full power.&lt;br /&gt;
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[[File:Delilah.jpg|left]]&lt;br /&gt;
'''Delilah Bonus:'''&lt;br /&gt;
All stages will have at least one pair of eyeballs that will close more based on their damage intake. Destroying at least two of these in a very small window of time as each other will grant a Delilah bonus worth 80000 points.&lt;br /&gt;
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[[File:Secret Bonus.jpg|left]]&lt;br /&gt;
'''Secret Bonus!! Icons:''' These are each worth 40000 points and are scattered in various spots across most stages, directly referencing previous Star Force/Soldier games where the same icons would appear. They are uncovered by shooting them if the 1000's digit is even or odd depending on the icon.&lt;br /&gt;
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[[File:Laser.jpg|left]]&lt;br /&gt;
'''Secret Weapon Laser:''' In stage 6 there are 4 circles in a square formation center screen shortly before the end stage Delilahs. This area needs to be shot several times with shot AND MAKE SURE that you are also mashing the key/button you have assigned to the Change button. Change will not be doing anything if playing default settings at the start of the game, but you need to mash Change several times while holding fire and the Laser panel will appear if enough damage is dealt. 40000 points are rewarded when this panel is uncovered and the laser will be equipped for the rest of the run which can be accessed by pressing Change to switch between your shot and Laser. This is a vital weapon to have as you can double tap Change to get a nice burst damage against troublesome enemies and Brains while still firing your main weapon.&lt;br /&gt;
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*There is also a 2nd laser that can be uncovered in stage 24 which is useful if the player starts from Nightmare mode.  It is on the right side of the stage in a big mass of land shortly before the end stage Delilahs.&lt;br /&gt;
*Finishing Nightmare mode or loop(continues allowed) will also toggle the secret weapon start option in the set-up menu.&lt;br /&gt;
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[[File:Golden Finger.jpg|left]]&lt;br /&gt;
'''Secret Weapon Golden Finger(8-Way Shot):'''&lt;br /&gt;
The Golden Finger is unlocked the same way as Laser: Shoot at the tile it is hidden on and hold fire, then mash the Change button. Golden Finger is different than the Laser though in that if the player dies, they will lose the weapon. To counteract this, there are several stages in the game where a Golden Finger can be picked up:&lt;br /&gt;
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*Stage 3:  On the 2nd land piece of land at the stage start, focus fire on the right side of the screen&lt;br /&gt;
*Stage 11: Hanging mid-air on the left side of the screen after three clusters of Treaudo skulls can be seen in the second half of the stage.&lt;br /&gt;
*Stage 17: Piece of land on the right side of the screen about a minute into the stage, shortly before end stage Delilahs.&lt;br /&gt;
*Stage 25: Right side of the screen about 2/3 through stage.&lt;br /&gt;
*Stage 32: Center of a 6-sided star formation in the middle of the stage, it is right after a lone Delilah that is in the middle of the stage.&lt;br /&gt;
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Despite this weapon's infamous obscurity, it can be argued that it might be a hindrance to those that don't want to juggle three weapons. It can definitely help to keep the player alive while powered down, but practice may be needed before one is used to juggling multiple weapons and the case can be made that it is not something a player always wants to pick up.&lt;br /&gt;
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[[File:Warp Panel.jpg|left]]&lt;br /&gt;
'''Warp Panel:'''&lt;br /&gt;
These are panels that can only be uncovered by shooting at them while the 1000s digit and the 100s digit in the current score are the same number. These are all the warp paths with (W) being the stage where you can find a Warp followed by the stage it takes you to:&lt;br /&gt;
1(W)--&amp;gt;4, 5(W)--&amp;gt;8, 9(W)--&amp;gt;12(W)--&amp;gt;15, 18(W)--&amp;gt;21, 26(W)--&amp;gt;29&lt;br /&gt;
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[[File:1up.jpg|left]]&lt;br /&gt;
'''1up:'''&lt;br /&gt;
Even though you can get five extends through score, there are also some 1ups scattered across several levels in the game. You have to uncover these by hitting them enough times while the 1000s digit and the 100s digit in your score add up to 10.&lt;br /&gt;
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[[File:Treaudo Bonus.jpg|left]]&lt;br /&gt;
'''Treaudo Bonus:'''&lt;br /&gt;
In some areas you will see small skull tiles with facial expressions as they take damage, and sometimes there will be a lot of them in a stacked line formation of sorts. You will get an 80000 point bonus for destroying all Treaudo enemies in these formations. Note that some formations can &amp;quot;wrap&amp;quot; around the screen from one side to the other and you'll need to destroy everything on both sides of the screen to get the bonus.&lt;br /&gt;
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[[File:Cleopatra.jpg|left]]&lt;br /&gt;
'''Cleopatra:'''&lt;br /&gt;
This item only appears once in stage 16 and can be shot for 2 MILLION points. Closer to the end of the stage, you will see one stray Delilah eyeball center screen, on the following ground platform the Cleopatra is hidden in the upper left most light green box that can be hit right before the Treaudo bonus lanes at the end of the stage.&lt;br /&gt;
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'''[[Soldier_Force/Secret_Locations|Hidden Secrets Locations]]'''&lt;br /&gt;
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== Unlockable Secrets ==&lt;br /&gt;
*Clearing normal mode/the first 16 stages of the game will give you access to Nightmare Mode, and finishing stage 32 in either mode will unlock the Secret Weapon Start option in set-up. &lt;br /&gt;
*There are also several cheat codes you can input with a keyboard to enable various unlocks and cheats.  Type out these codes without holding multiple keys and you should hear a chime upon successful activation.  Playing with a cheat enabled will save any scores made, but will not properly save any replays.&lt;br /&gt;
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'''SESUJIGAKOORITSUKU'''--&amp;gt; Nightmare Mode unlock shortcut (input at title/press start screen or main menu) &lt;br /&gt;
*This is a code you can enter to unlock Nightmare Mode early without having to play through normal mode.&lt;br /&gt;
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The following codes below will need to be re-entered each time you return to the main menu.&lt;br /&gt;
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'''YOKUBARINAANATAHE'''--&amp;gt; Start with full power and both special weapons (input at main menu) &lt;br /&gt;
*The next run will start you off at full power and both the Laser and Golden Finger Secret Weapons.  This is the only way to start with Golden Finger 8-Way shot without finding it in a stage.&lt;br /&gt;
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Both of these cheat codes do the same thing because in 1.00 Caesar and Noah were the only two playable characters and this is how players specifically chose which one to be invincible with. In 1.20 these codes were tweaked due to the two newer characters added, so players still have to highlight one of these characters and input the correct code and then pick any character afterward to get the invincibility effect.&lt;br /&gt;
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'''NOAHCHOUMUTEKI''' while highlighting Noah&lt;br /&gt;
*Invincibility for whoever you pick after.&lt;br /&gt;
'''CAESARCHOUMUTEKI''' while highlighting Caesar&lt;br /&gt;
*Invincibility for whoever you pick after.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* 1.00: Initial Release, no Caravan Mode and Caesar and Noah only as playable characters.&lt;br /&gt;
* 1.11: Caravan Mode added&lt;br /&gt;
* 1.20: Final Star SS and Golden Humming added as new playable characters.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* While Soldier Force takes heavy inspiration from Hudson Soft's Star Soldier game, Hudson Soft actually had no involvement with the creation of this game and was likely responsible for the game's mysterious disappearance shortly after launch.&lt;br /&gt;
* The game does not know how to properly handle boss timeouts in the Nightmare stages.  The further a player gets, the more frequently B checkpoints start calling back to incorrect stage numbers.  (i.e. Stage 32 boss timeout will show &amp;quot;Stage 16-B Start&amp;quot; when the checkpoint loads)&lt;br /&gt;
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== 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;
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* This page was assembled using a template created by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gundemonium&amp;diff=10047</id>
		<title>Gundemonium</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gundemonium&amp;diff=10047"/>
		<updated>2021-05-23T20:43:12Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Put just the story has the instruction manual says&lt;/p&gt;
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[[File:Gundemonium_Recollection.jpg|center]]&lt;br /&gt;
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{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Gundemonium Recollection&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Gundemonium Recollection Box Art.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Platine Dispositif&lt;br /&gt;
|&lt;br /&gt;
|music = Aeju Murasame (Arrange by DM Ashura&lt;br /&gt;
|&lt;br /&gt;
|program = Aeju Murasame&lt;br /&gt;
|&lt;br /&gt;
|art = Aeju Murasame&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 2003 (Gundemonium), 2007 (Gundemonium Recollection), 2018 (Gundemoniums) &lt;br /&gt;
&lt;br /&gt;
|previousgame =&lt;br /&gt;
|nextgame = Gundemoniums&lt;br /&gt;
}}&lt;br /&gt;
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__TOC__&lt;br /&gt;
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&lt;br /&gt;
== ( Gundemonium ) ==&lt;br /&gt;
'''(Gundemonium)''', released in 2003, remastered as &amp;quot;Gundemonium Recollection&amp;quot; for PC in 2007 and remastered again for PS4 in 2018 as &amp;quot;Gundemoniums&amp;quot;, is a fast paced, horizontal shoot 'em up created by [[Platine Dispositif]], whose sole member is known as [[Aeju Murasame]]. The game is structured around five stages, which are farther divided into 40-second &amp;quot;sections&amp;quot; which have named enemies that must be defeated before the timer expires, creating somewhat of a hybrid between a traditional and a caravan style schmup. While there are technically only three characters, Eryth, Earl Types and the unlockable Elixirel, Earl Types are fully customizable, offering a choice between four shot types, four mana actions and four bombs for a wide variety of playstyles.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Gundemonium only has four commands, but two macro options makes it a six-button game:&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* ''Shot:'' Fire button. Can be tapped rapidly using some characters for a &amp;quot;Rapid Shot&amp;quot;.&lt;br /&gt;
* ''Rapid Shot:'' Functionally the same as rapidly tapping the shot button, but can be bound as an individual command, the Rapid Shot changes shot properties for some shot types, notably offering a damage increase for Eryth.&lt;br /&gt;
* ''Mana Action:'' Fires the character's Mana Action, a special character-dependant shot.&lt;br /&gt;
* ''Bomb:'' Fires the character's bomb.&lt;br /&gt;
* ''Slow Movement:'' Bound to the same key as &amp;quot;Shot&amp;quot; by default, slows movement down for precise dodging.&lt;br /&gt;
* ''Demonic Shift:'' Can also be activated through pressing Mana Action and Bomb together, Demonic Shift consumes a life and 33 Mana to set the Phase Level at 11, significantly increasing both risk and reward.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
A third character, Elixirel, can be unlocked by defeating the true final boss in Unlimited Mode.&lt;br /&gt;
&lt;br /&gt;
Play Orders Section goes here&lt;br /&gt;
Matrix Orders Section goes here &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
* ''Eryth:'' The game's main character, Eryth, is a good all-rounder with a lot of options and a lot of potential. Her main shot comes from alternating revolver shots, though Rapid Shot can make her fire both at once, significantly increasing damage. This, however, makes the weapons heat up, and improper management will lead to a weapon overheat, preventing Eryth from firing for a notable amount of time. Her Mana Action, the Fortune Wheel, is a slow-moving projectile that causes Plane Shift (slowdown) whenever it is in contact with an enemy unit, also slowly dealing damage as it passes through. Her bomb summons a large cannon which fires a high-damage wide-shot burst in front of her. Demonic Break used with Eryth not only raises the phase level, but also locks her weapon to Rapid Fire and prevents it from overheating, effectively doubling her damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''Earl Types:'' The Earl Types' customizable nature provides a wide variety of arsenals and speeds for anyone's needs. Their weapon choices will be covered in the weapons section. While having less overall options in a single character, such as multiple shot types and a Demonic Break buff, their customizable nature allows them to shine where the player needs them to.&lt;br /&gt;
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*''Elixirel:'' A secret unlockable third character. She can be unlocked either by acquiring 24 play orders (achievements) or by defeating the true final boss.&lt;br /&gt;
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&lt;br /&gt;
=== Earl Weapons ===&lt;br /&gt;
----&lt;br /&gt;
*'Earl Primary fires:&lt;br /&gt;
&lt;br /&gt;
Star Fire&lt;br /&gt;
Wide-shot. The centre shot is the most damaging, and the shot type powers up during Planeshift. Using this weapon type will lock the character to the lowest speed grade, regardless of other equipped weapons.&lt;br /&gt;
&lt;br /&gt;
Twin Drill&lt;br /&gt;
High fire-rate weapon with piercing shots. The weapon can be aimed with upwards and downwards movement, making it one of the best weapons in the game, given the low health of most stage enemies.&lt;br /&gt;
&lt;br /&gt;
Photon&lt;br /&gt;
A unique weapon type that can only have a single bullet out at a time. This single bullet, however, will destroy most stage enemies in a single hit. The shots will also cause Planeshift to occur if fired at a high enough rate. &lt;br /&gt;
While risky, Photon has the highest damage potential in the game, given one is proficient at point-blanking.&lt;br /&gt;
&lt;br /&gt;
Lucky Ray&lt;br /&gt;
Fires a narrow laser. The weapon has sub-par damage and no redeeming features. It is for the most part a completely useless choice.&lt;br /&gt;
&lt;br /&gt;
*Earl Mana Actions:&lt;br /&gt;
&lt;br /&gt;
Daath Whisper&lt;br /&gt;
Activates planeshift while draining mana at a constant rate. &lt;br /&gt;
&lt;br /&gt;
Derringer&lt;br /&gt;
Mini-Earls are summoned and fire a line of shots forwards. The mini-Earl shots will trigger planeshift on hit. Costs 33 mana.&lt;br /&gt;
&lt;br /&gt;
Rizing Sword&lt;br /&gt;
Fires a massive laser that rapidly drains the mana gauge. It's excellent damage is offset by the fact that the weapon cannot cause Planeshift to occur.&lt;br /&gt;
Using Rizing Sword will cause the Earl to have the highest speed stat possible, provided Wide Shot is not being used.&lt;br /&gt;
&lt;br /&gt;
Hellspike&lt;br /&gt;
Uses all mana for an extremely powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
*Earl Bomb Types:&lt;br /&gt;
&lt;br /&gt;
Bloodrain&lt;br /&gt;
Blood-colored bullets rain from above the screen, damaging the whole stage.&lt;br /&gt;
&lt;br /&gt;
Shooting Star&lt;br /&gt;
Summons a burning dragon to chase down foes.&lt;br /&gt;
&lt;br /&gt;
Overdrive&lt;br /&gt;
Powers up attack damage for some time.&lt;br /&gt;
&lt;br /&gt;
Rozenkreutz&lt;br /&gt;
Causes a chain of explosions that move forwards. It's position can be influenced by movement.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
* ''Mana Gems:'' Large green mana gems are the game's main scoring item. Every enemy drops an amount of mana gems that varies by rank. Every large gem collected counts for 10 gems&lt;br /&gt;
* ''Green Gems:'' Small green gems that drop from named enemy kills and bullet cancels, these are worth 10x your Phase Level in gems, but do not recover mana.&lt;br /&gt;
* ''Blue Gems:'' Blue gems appear from bullets cancelled from bombs or by getting hit. They recover mana, but decrease the Gem value by 10 each.&lt;br /&gt;
* ''Bomb pickups:'' Revolver cylinders marked as &amp;quot;bomb&amp;quot;, adds a single bomb to the stock.&lt;br /&gt;
* ''Life extends:'' Heart icons marked &amp;quot;Life&amp;quot;, these not only add a life to the stock, but unlike score extends, these also raise the maximum life count by 1, up to 5.&lt;br /&gt;
* ''Tetrabiblios:'' Completing play orders during a run will cause it's Tetrabiblios to appear. Collecting it will grand 50000 points and refill the mana gauge entirely.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Phase Level is the game's rank system. It is capped at 2 for novice mode, 5 for Revised difficulty and is uncapped in Unlimited. Rank is fixed at 11 for Demonic Challenge.&lt;br /&gt;
Phase Level increases:&lt;br /&gt;
After a named enemy is killed. Individual boss phases all count as a named enemy.&lt;br /&gt;
After a successful counter-bomb.&lt;br /&gt;
When entering demonic shift.&lt;br /&gt;
After a Friction Break (500 grazes)&lt;br /&gt;
&lt;br /&gt;
Phase Level decreases:&lt;br /&gt;
When bombing, or getting hit.&lt;br /&gt;
When being awarded with an Extend while on max lives.&lt;br /&gt;
&lt;br /&gt;
Rank significantly affects bullet patterns. Enemies will fire more shots, they will fire them faster, and once Phase Level is high enough, patterns that were previously static will begin to be aimed. At Phase Level 11 and higher, every enemy will fire aimed suicide bullets when killed. This mechanic, combined with damage immunity from named enemy kills, can be abused for significant amounts of bullet grazing.&lt;br /&gt;
&lt;br /&gt;
Some guides on the internet say Phase Level rises if Eryth's guns overheat. This is not the case, and is likely a mechanic in another Platine game.&lt;br /&gt;
&lt;br /&gt;
(Ability Level should probably go here as well)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
We are in the process of learning the scoring. Come back later, or ask us about our findings anywhere the game is played.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Keep an eye out on your score at all times. Getting an extend when at full life stock is a terrible outcome. Using the extend for a demonic shift or getting hit on purpose for rank control and a free bomb is far better in all situations.&lt;br /&gt;
Killing enemies and collecting green gems is the main objective here. Milking bosses can be a good idea, but it's always important to weigh what the milk gives you, compared to the bonus enemies, considering enemy kill count plays into the stage bonus.&lt;br /&gt;
&lt;br /&gt;
Bombing during extremely dense sections can be very counterproductive. Every cancelled bullet will become a blue gem and be magnetized to the character. This can completely erase accumulated gem value in bad situations.&lt;br /&gt;
Lumiere can destroy bombs, but bullets will still be cancelled. Ereshkigal is not only bomb-immune, but has a counter-bomb mechanic which fires many bullets back at the player. Elixirel herself will heal from bombs, she can often completely heal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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;
From the instruction manual of Gundemonium Recollection:&lt;br /&gt;
&lt;br /&gt;
In the 18th century, mankind’s rapid advancement had slowly led them to disaster.&lt;br /&gt;
With the powerful Philosopher’s Stones, also known as the Matrixes, there were great advances in alchemy, bringing about&lt;br /&gt;
a new age. These advancements came at a cost, however - The Matrixes were found in the Spring of Yord, deep within&lt;br /&gt;
a Hell known as Que Pholith. Destruction poured out from Que Pholith and the Demonium army attacked in full force.&lt;br /&gt;
People eventually learned to control the Matrixes in an attempt to counter the demons. Those people are called Matrix&lt;br /&gt;
Masters, though even they weren’t enough to stop them.&lt;br /&gt;
When the 7th Demonium emerged, known as Gundemonium, an artificial Matrix was created to counter this threat. Her&lt;br /&gt;
name was Elixirel, the Chrome Matrix Proxy.&lt;br /&gt;
Then it happened . . . Elixirel was captured by Gundemonium, and turned against against mankind. The Rosenkreuz&lt;br /&gt;
Foundation rushed into action to stop the demons and put an end to this, marking the beginning of Mission Gundemonium.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
I don't know much, but the game has been removed from steam.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*'''Gundemonium:''' The original 2003 game. Largely unavailable and considered inferior to the Recollection version, as such, little to no information is available.&lt;br /&gt;
&lt;br /&gt;
*'''Gundemonium Recollection:''' Released in 2007, this remake of the original comes with new characters, improved bullet patterns, upgraded graphics and an overhauled engine. In 2011, it's been published by Rockin' Android on Steam and PlayStation Store for the PlayStation 3; the former also has an arranged soundtrack by DM Ashura. Although it is no longer listed for sale on either platforms, Steam keys are still available, valid, and the only currently known way to obtain this version.&lt;br /&gt;
&lt;br /&gt;
*'''Gundemoniums:''' Released in Japan by the publisher Mediascape in 2017, with a worldwide release in 2018 by publisher Strictly Limited, Gundemoniums is a remake of Recollection. This version is played in a fully horizontal 16:9 aspect ratio over the previous games' 4:3 resolutions. It sports much of the same core game as Recollection, yet adds several new features. To accomodate the new aspect ratio, most enemies have had their sprites changed, as have their bullet patterns. A new ability named &amp;quot;Alterburst&amp;quot; can be chosen instead of Demonic Shift, which briefly stops a stage segment's progression timer. &amp;quot;Signet&amp;quot; mode has been added, which features unlockable bonuses that the player can use to assist them in trying to clear the game, although scores and replays are disabled in this mode. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Game is good!&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;
TODO: &lt;br /&gt;
Basic scoring guide + basic scoring overview&lt;br /&gt;
&lt;br /&gt;
Story section&lt;br /&gt;
&lt;br /&gt;
Better explanation of gems (with fancy pictures and whatnot)&lt;br /&gt;
&lt;br /&gt;
Explanation of Elixirel (None of us have unlocked her)&lt;br /&gt;
&lt;br /&gt;
Stage overviews&lt;br /&gt;
&lt;br /&gt;
Some pictures maybe?&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;
*Written by FORECAST and InFireX, so far.&lt;br /&gt;
*Thanks to user Goshi on the shmups forum for his guide. It has been rather helpful.&lt;br /&gt;
*Information found mostly on [https://steamcdn-a.akamaihd.net/steam/apps/92200/manuals/recollection_STEAM.pdf the manual] and Goshi's forum thread. Everything else found by the gundemonium players over on discord.&lt;br /&gt;
* Template page assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gundemonium&amp;diff=9463</id>
		<title>Gundemonium</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gundemonium&amp;diff=9463"/>
		<updated>2021-05-09T10:58:06Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Just remove the [[File thing from the infobox, since that leads to the infobox look somewhat weird&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Gundemonium_Recollection.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Gundemonium Recollection&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Gundemonium Recollection Box Art.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Platine Dispositif&lt;br /&gt;
|&lt;br /&gt;
|music = Aeju Murasame (Arrange by DM Ashura&lt;br /&gt;
|&lt;br /&gt;
|program = Aeju Murasame&lt;br /&gt;
|&lt;br /&gt;
|art = Aeju Murasame&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 2003 (Gundemonium), 2011 (Gundemonium Recollection), 2018 (Gundemoniums) &lt;br /&gt;
&lt;br /&gt;
|previousgame =&lt;br /&gt;
|nextgame = Gundeadligne&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ( Gundemonium ) ==&lt;br /&gt;
'''(Gundemonium)''', released in 2003, remastered as &amp;quot;Gundemonium Recollection&amp;quot; for PC in 2011 and remastered again for PS4 in 2018 as &amp;quot;Gundemoniums&amp;quot;, is a fast paced, horizontal shoot 'em up created by [[Platine Dispositif]], whose sole members is known as [[Aeju Murasame]]. The game is structured around five stages, which are farther divided into 40-second &amp;quot;sections&amp;quot; which have named enemies that must be defeated before the timer expires, creating somewhat of a hybrid between a traditional and a caravan style schmup. While there are technically only three characters, Eryth, Earl Types and the unlockable Elixirel, Earl Types are fully customizable, offering a choice between four shot types, four mana actions and four bombs for a wide variety of playstyles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Gundemonium only has four commands, but two macro options makes it a six-button game:&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* ''Shot:'' Fire button. Can be tapped rapidly using some characters for a &amp;quot;Rapid Shot&amp;quot;.&lt;br /&gt;
* ''Rapid Shot:'' Functionally the same as rapidly tapping the shot button, but can be bound as an individual command, the Rapid Shot changes shot properties for some shot types, notably offering a damage increase for Eryth.&lt;br /&gt;
* ''Mana Action:'' Fires the character's Mana Action, a special character-dependant shot.&lt;br /&gt;
* ''Bomb:'' Fires the character's bomb.&lt;br /&gt;
* ''Slow Movement:'' Bound to the same key as &amp;quot;Shot&amp;quot; by default, slows movement down for precise dodging.&lt;br /&gt;
* ''Demonic Shift:'' Can also be activated through pressing Mana Action and Bomb together, Demonic Shift consumes a life and 33 Mana to set the Phase Level at 11, significantly increasing both risk and reward.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
A third character, Elixirel, can be unlocked by defeating the true final boss in Unlimited Mode.&lt;br /&gt;
&lt;br /&gt;
Play Orders Section goes here&lt;br /&gt;
Matrix Orders Section goes here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
* ''Eryth:'' The game's main character, Eryth, is a good all-rounder with a lot of options and a lot of potential. Her main shot comes from alternating revolver shots, though Rapid Shot can make her fire both at once, significantly increasing damage. This, however, makes the weapons heat up, and improper management will lead to a weapon overheat, preventing Eryth from firing for a notable amount of time. Her Mana Action, the Fortune Wheel, is a slow-moving projectile that causes Plane Shift (slowdown) whenever it is in contact with an enemy unit, also slowly dealing damage as it passes through. Her bomb summons a large cannon which fires a high-damage wide-shot burst in front of her. Demonic Break used with Eryth not only raises the phase level, but also locks her weapon to Rapid Fire and prevents it from overheating, effectively doubling her damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''Earl Types:'' The Earl Types' customizable nature provides a wide variety of arsenals and speeds for anyone's needs. Their weapon choices will be covered in the weapons section. While having less overall options in a single character, such as multiple shot types and a Demonic Break buff, their customizable nature allows them to shine where the player needs them to.&lt;br /&gt;
&lt;br /&gt;
*''Elixirel:'' A secret unlockable third character. She can be unlocked either by acquiring 24 play orders (achievements) or by defeating the true final boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Earl Weapons ===&lt;br /&gt;
----&lt;br /&gt;
*'Earl Primary fires:&lt;br /&gt;
&lt;br /&gt;
Star Fire&lt;br /&gt;
Wide-shot. The centre shot is the most damaging, and the shot type powers up during Planeshift. Using this weapon type will lock the character to the lowest speed grade, regardless of other equipped weapons.&lt;br /&gt;
&lt;br /&gt;
Twin Drill&lt;br /&gt;
High fire-rate weapon with piercing shots. The weapon can be aimed with upwards and downwards movement, making it one of the best weapons in the game, given the low health of most stage enemies.&lt;br /&gt;
&lt;br /&gt;
Photon&lt;br /&gt;
A unique weapon type that can only have a single bullet out at a time. This single bullet, however, will destroy most stage enemies in a single hit. The shots will also cause Planeshift to occur if fired at a high enough rate. &lt;br /&gt;
While risky, Photon has the highest damage potential in the game, given one is proficient at point-blanking.&lt;br /&gt;
&lt;br /&gt;
Lucky Ray&lt;br /&gt;
Fires a narrow laser. The weapon has sub-par damage and no redeeming features. It is for the most part a completely useless choice.&lt;br /&gt;
&lt;br /&gt;
*Earl Mana Actions:&lt;br /&gt;
&lt;br /&gt;
Daath Whisper&lt;br /&gt;
Activates planeshift while draining mana at a constant rate. &lt;br /&gt;
&lt;br /&gt;
Derringer&lt;br /&gt;
Mini-Earls are summoned and fire a line of shots forwards. The mini-Earl shots will trigger planeshift on hit. Costs 33 mana.&lt;br /&gt;
&lt;br /&gt;
Rizing Sword&lt;br /&gt;
Fires a massive laser that rapidly drains the mana gauge. It's excellent damage is offset by the fact that the weapon cannot cause Planeshift to occur.&lt;br /&gt;
Using Rizing Sword will cause the Earl to have the highest speed stat possible, provided Wide Shot is not being used.&lt;br /&gt;
&lt;br /&gt;
Hellspike&lt;br /&gt;
Uses all mana for an extremely powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
*Earl Bomb Types:&lt;br /&gt;
&lt;br /&gt;
Bloodrain&lt;br /&gt;
Blood-colored bullets rain from above the screen, damaging the whole stage.&lt;br /&gt;
&lt;br /&gt;
Shooting Star&lt;br /&gt;
Summons a burning dragon to chase down foes.&lt;br /&gt;
&lt;br /&gt;
Overdrive&lt;br /&gt;
Powers up attack damage for some time.&lt;br /&gt;
&lt;br /&gt;
Rozenkreutz&lt;br /&gt;
Causes a chain of explosions that move forwards. It's position can be influenced by movement.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
* ''Mana Gems:'' Large green mana gems are the game's main scoring item. Every enemy drops an amount of mana gems that varies by rank. Every large gem collected counts for 10 gems&lt;br /&gt;
* ''Green Gems:'' Small green gems that drop from named enemy kills and bullet cancels, these are worth 10x your Phase Level in gems, but do not recover mana.&lt;br /&gt;
* ''Blue Gems:'' Blue gems appear from bullets cancelled from bombs or by getting hit. They recover mana, but decrease the Gem value by 10 each.&lt;br /&gt;
* ''Bomb pickups:'' Revolver cylinders marked as &amp;quot;bomb&amp;quot;, adds a single bomb to the stock.&lt;br /&gt;
* ''Life extends:'' Heart icons marked &amp;quot;Life&amp;quot;, these not only add a life to the stock, but unlike score extends, these also raise the maximum life count by 1, up to 5.&lt;br /&gt;
* ''Tetrabiblios:'' Completing play orders during a run will cause it's Tetrabiblios to appear. Collecting it will grand 50000 points and refill the mana gauge entirely.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Phase Level is the game's rank system. It is capped at 2 for novice mode, 5 for Revised difficulty and is uncapped in Unlimited. Rank is fixed at 11 for Demonic Challenge.&lt;br /&gt;
Phase Level increases:&lt;br /&gt;
After a named enemy is killed. Individual boss phases all count as a named enemy.&lt;br /&gt;
After a successful counter-bomb.&lt;br /&gt;
When entering demonic shift.&lt;br /&gt;
After a Friction Break (500 grazes)&lt;br /&gt;
&lt;br /&gt;
Phase Level decreases:&lt;br /&gt;
When bombing, or getting hit.&lt;br /&gt;
When being awarded with an Extend while on max lives.&lt;br /&gt;
&lt;br /&gt;
Rank significantly affects bullet patterns. Enemies will fire more shots, they will fire them faster, and once Phase Level is high enough, patterns that were previously static will begin to be aimed. At Phase Level 11 and higher, every enemy will fire aimed suicide bullets when killed. This mechanic, combined with damage immunity from named enemy kills, can be abused for significant amounts of bullet grazing.&lt;br /&gt;
&lt;br /&gt;
Some guides on the internet say Phase Level rises if Eryth's guns overheat. This is not the case, and is likely a mechanic in another Platine game.&lt;br /&gt;
&lt;br /&gt;
(Ability Level should probably go here as well)&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
We are in the process of learning the scoring. Come back later, or ask us about our findings anywhere the game is played.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Keep an eye out on your score at all times. Getting an extend when at full life stock is a terrible outcome. Using the extend for a demonic shift or getting hit on purpose for rank control and a free bomb is far better in all situations.&lt;br /&gt;
Killing enemies and collecting green gems is the main objective here. Milking bosses can be a good idea, but it's always important to weigh what the milk gives you, compared to the bonus enemies, considering enemy kill count plays into the stage bonus.&lt;br /&gt;
&lt;br /&gt;
Bombing during extremely dense sections can be very counterproductive. Every cancelled bullet will become a blue gem and be magnetized to the character. This can completely erase accumulated gem value in bad situations.&lt;br /&gt;
Lumiere can destroy bombs, but bullets will still be cancelled. Ereshkigal is not only bomb-immune, but has a counter-bomb mechanic which fires many bullets back at the player. Elixirel herself will heal from bombs, she can often completely heal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
I don't know much, but the game has been removed from steam.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
*'''Gundemonium:''' The original 2003 game. Largely unavailable and considered inferior to the Recollection version, as such, little to no information is available.&lt;br /&gt;
&lt;br /&gt;
*'''Gundemonium Recollection:''' Released in 2011, this remake of the original published by Rockin' Android comes with new characters, improved bullet patterns, upgraded graphics, an new soundtrack arranged by DM Ashura and an overhauled engine. It is available on PC and Playstation 3. Although it is no longer listed for sale on either platforms, Steam keys are still available, valid, and the only currently known way to obtain this version.&lt;br /&gt;
&lt;br /&gt;
*'''Gundemoniums:''' Released in japan by the publisher Mediascape in 2017, with a worldwide release in 2018 by publisher Strictly Limited, Gundemoniums is a remake of Recollection. This version is played in a fully horizontal 16:9 aspect ratio over the previous games' 4:3 resolutions. It sports much of the same core game as Recollection, yet adds several new features. To accomodate the new aspect ratio, most enemies have had their sprites changed, as have their bullet patterns. A new ability named &amp;quot;Alterburst&amp;quot; can be chosen instead of Demonic Shift, which briefly stops a stage segment's progression timer. &amp;quot;Signet&amp;quot; mode has been added, which features unlockable bonuses that the player can use to assist them in trying to clear the game, although scores and replays are disabled in this mode. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Game is good!&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;
TODO: &lt;br /&gt;
Basic scoring guide + basic scoring overview&lt;br /&gt;
&lt;br /&gt;
Story section&lt;br /&gt;
&lt;br /&gt;
Better explanation of gems (with fancy pictures and whatnot)&lt;br /&gt;
&lt;br /&gt;
Explanation of Elixirel (None of us have unlocked her)&lt;br /&gt;
&lt;br /&gt;
Stage overviews&lt;br /&gt;
&lt;br /&gt;
Some pictures maybe?&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;
*Written by FORECAST, so far.&lt;br /&gt;
*Thanks to user Goshi on the schmups forum for his guide. It has been rather helpful.&lt;br /&gt;
*Information found mostly on [https://steamcdn-a.akamaihd.net/steam/apps/92200/manuals/recollection_STEAM.pdf the manual] and Goshi's forum thread. Everything else found by the gundemonium players over on discord.&lt;br /&gt;
* Template page assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Pink_Sweets:_Ibara_Sorekara&amp;diff=9462</id>
		<title>Pink Sweets: Ibara Sorekara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Pink_Sweets:_Ibara_Sorekara&amp;diff=9462"/>
		<updated>2021-05-08T23:40:45Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Just added the logo on top of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pink Sweets logo.png|450px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f011cb&lt;br /&gt;
|innerbordercolor = #f788be&lt;br /&gt;
|title = Pink Sweets&lt;br /&gt;
|background = #f7e1f4&lt;br /&gt;
|image = Pink Sweets Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music =  &lt;br /&gt;
|program = Shinobu Yagawa&amp;lt;br/&amp;gt;Yuji Inoue&lt;br /&gt;
|art = Tomoyuki Kotani&lt;br /&gt;
|releasedate = Arcade&amp;lt;br/&amp;gt;'''JP''': April 21, 2006&amp;lt;br/&amp;gt;Xbox 360&amp;lt;br/&amp;gt;'''JP''': February 24, 2011&lt;br /&gt;
|previousgame = [[Ibara_Kuro:_Black_Label|Ibara Kuro: Black Label]]&lt;br /&gt;
|nextgame = [[Mushihimesama Futari]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Pink Sweets: Ibara Sorekara]] &amp;lt;small&amp;gt;(ピンクスゥイーツ ～鋳薔薇それから～, Pinku Suītsu: Ibara Sorekara, abbreviated: '''PS''')&amp;lt;/small&amp;gt; is a [[bullet hell]] [[shooting game|shoot-em-up]] developed by [[CAVE]] in 2006. In terms of story, this game is a sequel to ''[[Ibara]]''.&lt;br /&gt;
&lt;br /&gt;
[[Pink Sweets: Ibara Sorekara|Pink Sweets]] was later ported to the Xbox 360 in 2011, included in a double-pack with [[Muchi Muchi Pork!]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Pink Sweets is a 2-button game in normal play, with an 8 directional joystick for movement.&lt;br /&gt;
&lt;br /&gt;
* Not shooting will build up your Shield and charge your Rose Cracker. 142 frames after the last regular Shot from your ship, the Rose Cracker Gauge is fully charged.&lt;br /&gt;
&lt;br /&gt;
* '''A:''' 1) Fires your Shot &amp;amp; Rose Hips. However, pressing the button fast enough will raise the internal autofire rate; 2) In case your Rose Cracker Gauge is fully charged, you will additionally release a Rose Cracker. &lt;br /&gt;
* '''B (press):''' Cycles through your Rose Hip Formations, if you have any collected on your current life. Cycling between: Forward, Wide, Back, Reverse &amp;amp; Turn in that order.&lt;br /&gt;
* '''B (hold):''' Fires your Rose Hips only.&lt;br /&gt;
* '''A+B (press):''' 1) Changes your speed; 2) The current charge of the Rose Cracker Gauge is cancelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''In-Game HUD'''&lt;br /&gt;
&lt;br /&gt;
[[File:Pink Sweets HUD.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1) Rose Cracker Gauge.''' When fully charged you'll be able to release a Rose Cracker&lt;br /&gt;
&lt;br /&gt;
'''2) Speed meter.''' There are 4 different levels of speed&lt;br /&gt;
&lt;br /&gt;
'''3) Internal auto-fire rate''' (#10, #12, #15, #20, #30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each character has 4 different sub-types to choose from. These types usually have slightly different attacks from Shot Level 1 onwards. Shot Level 0 is the same for each type. The types are decided by which button you press when you select a character: A, B, A+B, and Start.&lt;br /&gt;
&lt;br /&gt;
The 4 types of each character and their Rapid Shot as well as their Wide Shot at Shot Level 3 are as follows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a3a30d;&amp;quot; | [[File:Ply i01.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#a3a30d; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Meidi Rose &amp;amp; Midi Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#a3a30d;&amp;quot; | [[File:Meidimidi back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#a3a30d; text-align:center; color:#ffffff;&amp;quot; | Gloire de Meidi &amp;amp; Midi&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six straight shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five wide shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Four straight shots to the front &amp;lt;br&amp;gt;Two straight shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five wider shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Four straight shots to the front &amp;lt;br&amp;gt;Two straight shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five even wider shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two straight shots to the front &amp;lt;br&amp;gt;Three wide shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Two straight shots and one shot each at 45° to the front &amp;lt;br&amp;gt;One shot each at 45° to the back&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eb8517;&amp;quot; | [[File:Ply i02.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#eb8517; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Kasumi Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#eb8517;&amp;quot; | [[File:Kasumi back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#eb8517; text-align:center; color:#ffffff;&amp;quot; | Hana Kasumi mk2&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front, which accelerate in the center and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Six homing rockets to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front, which are fired first on the sides and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five homing rockets from each side and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five homing rockets from each side and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Homing rockets from all sides and your level 0 Shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#db1873;&amp;quot; | [[File:Ply i03.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#db1873; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Shasta Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#db1873;&amp;quot; | [[File:Shasta back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#db1873; text-align:center; color:#ffffff;&amp;quot; | Child of Mount Shasta&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two fixed laser beams to the front&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Two laser beams to the front (leaning angle 20°)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| One fixed laser beam and your level 0 Shot to the front &amp;lt;br&amp;gt;Single straight shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| One laser beam (leaning angle 60°) and a 5-way shot to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| One fixed laser beam and your level 0 Shot to the front &amp;lt;br&amp;gt;3-way shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| One laser beam (leaning angle 80°) and a 6-way shot to the front &amp;lt;br&amp;gt;Laser locks on to enemies &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| One fixed laser beam to the front &amp;lt;br&amp;gt;4-way shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| One laser beam (leaning angle 90°) and a 6-way shot to the front &amp;lt;br&amp;gt;Laser locks on to enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#cd29e3;&amp;quot; | [[File:Ply i04.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#cd29e3; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Lace Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#cd29e3;&amp;quot; | [[File:Lace back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#cd29e3; text-align:center; color:#ffffff;&amp;quot; | French Lace S&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Three straight lightning beams to the front&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 30° to each side&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two straight lightning beams to the front &amp;lt;br&amp;gt;One straight lightning beam to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 45° to each side&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two straight lightning beams to the front &amp;lt;br&amp;gt;One straight lightning beam to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 60° to each side &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! Rapid&lt;br /&gt;
| One straight lightning beam to the front &amp;lt;br&amp;gt;Two straight lightning beams to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 90° to each side&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Speed'''&lt;br /&gt;
&lt;br /&gt;
There are four levels of speed you can switch to by pressing A+B anywhere in the game. In terms of speed, Meidi&amp;amp;Midi and Shasta are both faster than Kasumi and Lace. The speed values in the table below are measured by counting the frames it takes to cross the screen horizontally. Therefore, a high value corresponds to a slower speed and a low value to a faster speed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Speed 0 !! Speed 1 !! Speed 2 !! Speed 3&lt;br /&gt;
|-&lt;br /&gt;
! Meidi&amp;amp;Midi&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 140&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 105&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 71&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 53&lt;br /&gt;
|-&lt;br /&gt;
! Shasta&lt;br /&gt;
|-&lt;br /&gt;
! Kasumi&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 171&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 128&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 86&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
! Lace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu01.gif]] || '''Shot Power Up''' &amp;lt;br&amp;gt;Increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu03.gif]] || '''Rapid Shot''' &amp;lt;br&amp;gt;Changes to Rapid Shot ''or'' increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu02.gif]] || '''Wide Shot''' &amp;lt;br&amp;gt;Changes to Wide Shot ''or'' increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu04.gif]] || '''Rose Hip''' &amp;lt;br&amp;gt;Adds a Rose Hip to your ship &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rose Items'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 100 !! 200 !! 400 !! 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pnt02.gif]] || [[File:Itm i pnt03.gif]] || [[File:Itm i pnt04.gif]] || [[File:Itm i pnt05.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rose Medals'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 100 !! 200 !! 300 !! 400 !! 500 !! 600 !! 700 !! 800 !! 900 !! 1,000 !! 2,000 !! 3,000 !! 4,000 !! 5,000 !! 6,000 !! 7,000 !! 8,000 !! 9,000 !! 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pnt07.gif]] || [[File:Itm i pnt08.gif]] || [[File:Itm i pnt09.gif]] || [[File:Itm i pnt10.gif]] || [[File:Itm i pnt11.gif]] || [[File:Itm i pnt12.gif]] || [[File:Itm i pnt13.gif]] || [[File:Itm i pnt14.gif]] || [[File:Itm i pnt15.gif]] || [[File:Itm i pnt16.gif]] || [[File:Itm i pnt17.gif]] || [[File:Itm i pnt18.gif]] || [[File:Itm i pnt19.gif]] || [[File:Itm i pnt20.gif]] || [[File:Itm i pnt21.gif]] || [[File:Itm i pnt22.gif]] || [[File:Itm i pnt23.gif]] || [[File:Itm i pnt24.gif]] || [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Drop Order ====&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ground enemies drop Rose Items in a fixed appearance while airborne enemies drop regular items determined by the item drop order below. Moreover, a couple of ground enemies, e.g. the laser towers in stage 2 or the trains in stage 5 are also guaranteed to drop regular items.&lt;br /&gt;
&lt;br /&gt;
As for airborne enemies, under normal circumstances, every eighth popcorn enemy destroyed will drop an item. Airborne enemies with more than 1 hp will always drop an item. These kills do not contribute to the popcorn enemy count.&lt;br /&gt;
&lt;br /&gt;
When a popcorn enemy is destroyed in the deadzone, it will neither drop an item nor does it contribute to the kill count of 8 (it does, however, still contribute to the ZAN counter). On the other hand, airborne enemies with more than 1 hp will always drop an item, even in the deadzone or when they are off screen. In this case, if the spawned item happens to be a medal, it will immediately break your medal chain.&lt;br /&gt;
&lt;br /&gt;
The items are determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number&lt;br /&gt;
| 1 &lt;br /&gt;
| 2 &lt;br /&gt;
| 3 &lt;br /&gt;
| 4 &lt;br /&gt;
| 5 &lt;br /&gt;
| 6 &lt;br /&gt;
| 7 &lt;br /&gt;
| 8 &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu01.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu03.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu02.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu04.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If you fulfil the conditions for a Special Power Up, it appears as the next Shot Power Up, Rapid Shot, or Wide Shot item. As a visual key, this item is blinking rapidly.&lt;br /&gt;
* If you fulfil the conditions for a Search Rose Hip, it appears as the next Rose Hip item. As a visual key, this item is blinking rapidly.&lt;br /&gt;
* If you fulfil the conditions for a 1 Up item, it appears before the next item drop. Succeeding this, the regular item drop order then continues. The 1 Up item will not replace a regular item.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
There are two separate difficulty settings affecting the rank in Pink Sweets. Difficulty 1 determines the starting base rank as well as the minimum rank cap. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase. Under normal circumstances the game always starts with a base rank 1,048,576 (100,000 in hex) higher than the minimum rank cap. Starting a game in Special Version always begins at minimum rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 1 (base rank) !! Starting rank in dec (hex) !! Minimum rank in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Super Easy || 15,204,352 (E80,000) || 16,252,928 (F80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Very Easy || 14,680,064 (E00,000) || 15,728,640 (F00,000)&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 14,155,776 (D80,000) || 15,204,352 (E80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Normal [default] || 13,631,488 (D00,000) || 14,680,064 (E00,000)&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 13,107,200 (C80,000) || 14,155,776 (D80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard || 12,582,912 (C00,000) || 13,631,488 (D00,000)&lt;br /&gt;
|-&lt;br /&gt;
| Super Hard || 12,058,624 (B80,000) || 13,107,200 (C80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievable || 11,534,336 (B00,000) || 12,582,912 (C00,000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 2 (per frame rank) !! in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Slow || 4 (4)&lt;br /&gt;
|-&lt;br /&gt;
| Very Slow || 8 (8)&lt;br /&gt;
|-&lt;br /&gt;
| Slow || 12 (C)&lt;br /&gt;
|-&lt;br /&gt;
| Medium [default] || 16 (10)&lt;br /&gt;
|-&lt;br /&gt;
| Fast || 20 (14)&lt;br /&gt;
|-&lt;br /&gt;
| Very Fast || 24 (18)&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Fast || 28 (1C)&lt;br /&gt;
|-&lt;br /&gt;
| Unforgettable || 32 (20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Rank maxes out at 00,000,000 (000,000 in hex) regardless of the difficulty settings.&lt;br /&gt;
* Starting rank for Score Attack mode is the same as on Normal.&lt;br /&gt;
* Minimum rank cap for Extended mode is 11,010,048 (A80,000 in hex) on loop 1 and 8,257,536 (7E0,000 in hex) on loop 2 on default difficulty settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both the overall rank and the per frame rank are influenced by certain actions of the player, e.g. firing your Shot or picking up an item. All of the actions that have an effect on rank are listed in the tables below. Even though, an increase in difficulty is actually measured by a decreasing rank counter, the numbers below are listed as if the rank counter would count up. This is simply to make things easier to follow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 0 lives &amp;gt; Game Over || -2,097,152 (-200,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 1 life &amp;gt; 0 lives || -1,048,576 (-100,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 2 lives &amp;gt; 1 life || -524,288 (-80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 3 lives &amp;gt; 2 lives || -262,144 (-40,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 4 lives &amp;gt; 3 lives || -131,072 (-20,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death from 5 lives &amp;gt; 4 lives || -65,536 (-10,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death while on infinite lives || -1,048,576 (-100,000)&lt;br /&gt;
|-&lt;br /&gt;
| Death during Score Attack mode || -524,288 (-80,000)&lt;br /&gt;
|-&lt;br /&gt;
| Speed Change || 16,384 (4,000)&lt;br /&gt;
|-&lt;br /&gt;
| Formation Change || 4,096 (1,000)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb a bullet w/ Shield or RC || 16 (10)&lt;br /&gt;
|-&lt;br /&gt;
| Shoot a destructible bullet || 16 (10)&lt;br /&gt;
|-&lt;br /&gt;
| Seal a bullet || 1,024 (400)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Simply pressing the A or B button has no effect on rank. It is only the action that counts.&lt;br /&gt;
* Grazing enemy bullets has no effect on rank.&lt;br /&gt;
* Absorbing enemy lasers with your Rose Cracker has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Per Frame Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Shot Special Power Up || 1 (1) [permanent]&lt;br /&gt;
|-&lt;br /&gt;
| Search Formation || 1 (1) [permanent]&lt;br /&gt;
|-&lt;br /&gt;
| Rose Hip equipped (per Rose Hip) || 10 (A)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Cracker Gauge fully charged || 64 (40)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The per frame rank increase from activating Shot Special Power Up and Search Formation stays even after the player dies or unequips them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| 100~900 Medals || 256 (100)&lt;br /&gt;
|-&lt;br /&gt;
| 1,000~9,000 Medals || 1,024 (400)&lt;br /&gt;
|-&lt;br /&gt;
| 10,000 Medal || 4,096 (1,000)&lt;br /&gt;
|-&lt;br /&gt;
| 100pt. Rose Item || 256 (100)&lt;br /&gt;
|-&lt;br /&gt;
| 200pt. Rose Item || 512 (200)&lt;br /&gt;
|-&lt;br /&gt;
| 400pt. Rose Item || 768 (300)&lt;br /&gt;
|-&lt;br /&gt;
| 800pt. Rose Item || 1,024 (400)&lt;br /&gt;
|-&lt;br /&gt;
| Power Up Item || 16,384 (4,000)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Hip Item || 16,384 (4,000)&lt;br /&gt;
|-&lt;br /&gt;
| 1-Up Item || 524,288 (80,000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Dropping a medal has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Rank increase in dec (hex)&lt;br /&gt;
|-&lt;br /&gt;
| Any character, Shot (power Level 0) || 5 (5)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Hip Shot || 10 (A)&lt;br /&gt;
|-&lt;br /&gt;
| Rose Cracker || 32,768 (8,000)&lt;br /&gt;
|-&lt;br /&gt;
| Meidi&amp;amp;Midi, Twin Shot || 5 (5)&lt;br /&gt;
|-&lt;br /&gt;
| Kasumi, Napalm || 20 (14)&lt;br /&gt;
|-&lt;br /&gt;
| Kasumi Homing || 15 (F)&lt;br /&gt;
|-&lt;br /&gt;
| Shasta, Laser (per frame) || 6 (6)&lt;br /&gt;
|-&lt;br /&gt;
| Lace, Lightning (per beam) || 60 (3C)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
==== Enemy point values ====&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Pink Sweets: Ibara Sorekara/Enemy list]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[Pink Sweets: Ibara Sorekara/Video Index|Video index for Pink Sweets]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Pearl|Pearl]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
# All item sprites taken from CAVE's official website https://www.cave.co.jp/gameonline/pinksweets/system/item.html&lt;br /&gt;
# Rank info from Archer's website: http://archerstg.web.fc2.com/pinksweets/bitterrank.htm with additions by Serrara Mayfield&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pink Sweets: Ibara Sorekara]]&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Pink_Sweets_logo.png&amp;diff=9461</id>
		<title>File:Pink Sweets logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Pink_Sweets_logo.png&amp;diff=9461"/>
		<updated>2021-05-08T23:38:26Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Logo from the game Pink Sweets:: Ibara Sorekara&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Logo from the game Pink Sweets:: Ibara Sorekara&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free logo}}&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Radirgy_Swag&amp;diff=9460</id>
		<title>Radirgy Swag</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Radirgy_Swag&amp;diff=9460"/>
		<updated>2021-05-08T23:36:12Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Did remove some lines that annoyed me personally due to formatting reasons, overall just a small edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RadirgySwag_Banner.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Radirgy Swag&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RadirgySwag_cover.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Nintendo Switch game logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = RS34&lt;br /&gt;
|&lt;br /&gt;
|music = Daisuke Nagata&lt;br /&gt;
|&lt;br /&gt;
|program = Manabu Matsumoto, Takahiro Kawachi, Hayato Okabe&lt;br /&gt;
|&lt;br /&gt;
|art = Daisuke Nagata&lt;br /&gt;
|&lt;br /&gt;
|releasedate = June 13, 2019&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Radirgy Swag''' is a vertically scrolling shoot-em-up developed and published by [[RS34]] for Nintendo Switch in 2019. It plays in horizontal orientation, with a slightly angled perspective (unlike many 2D shoot-em-ups that have a strictly top-down perspective).&lt;br /&gt;
&lt;br /&gt;
The game's title and general aesthetics draw from the original [[Radirgy]], though this game makes several departures from the traditional arcade format of its forebear. Radirgy Swag consists of a single continuous run with endless enemies (under certain circumstances) and no bosses or rigid stage transitions whatsoever. Also, this game features an energy meter that depletes over time and upon being hit by enemy attacks (but can be replenished with items), instead of the traditional lives system.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''Radirgy Swag''' is a four-button game with two playable ships and optional equippable items (these items are unlocked over multiple playthroughs). Movement can be controlled with the analog stick (with uniform speed) in any direction, or with the directional pad in a total of eight directions.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
Buttons are configurable in the options menu. The button descriptions below appear as they are in the options menu.&lt;br /&gt;
* '''Shot:''' Shoots a forward-facing or cross-shaped shot (the shot type can be changed with the '''switch''' button).&lt;br /&gt;
* '''Sword:''' Initiates a close-range attack. If this attack hits an item, the item moves upward and changes into a different item type.&lt;br /&gt;
* '''ABSNET:''' Generates a circular field around the ship that grants temporary invincibility, absorbs all bullets that touch it, and collects items. Equivalent to a bomb in other games.&lt;br /&gt;
* '''Switch:''' Change between forward-facing and cross-shaped shot.&lt;br /&gt;
&lt;br /&gt;
Also, a '''shield''' appears in front of the ship if the shot and sword buttons are not pressed for a short time. The shield remains in front of the ship and absorbs bullets until either the shot or sword button is pressed again.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
&lt;br /&gt;
There are a number of equippable items that are unlocked over multiple playthroughs. Apart from the transport tickets, these items change the behavior of the player ship or enemies. The item names in English are provisional translations (to be updated when the English version of the game is released), and the original Japanese names are provided in parentheses for reference.&lt;br /&gt;
* '''Mech transport ticket 1/2/3/4 (機体輸送券1/2/3/4):''' Start at progressively later parts of the game, instead of the very beginning (higher number for later area).&lt;br /&gt;
* '''Armor (対新法部分装甲):''' ABSNET cannot be used.&lt;br /&gt;
* '''Evader OS (イベダOS):''' The player ship can only move horizontally, and not vertically (the name is a pun on [[Space Invaders]]).&lt;br /&gt;
* '''Rocket engine (ロケットエンジン):''' The player ship's movement speed is faster, but the Wee-Fee speed gauge depletes quicker.&lt;br /&gt;
* '''Super-budget engine (超特価エンジン):''' The player ship's movement speed is slower, but the Wee-Fee speed gauge depletes slower.&lt;br /&gt;
* '''Mystery leaf (謎の葉っぱ):''' Enemy attacks are stronger (more bullets).&lt;br /&gt;
* '''Mystery endurance-enhancing drugs (謎の忍耐力強化薬):''' Enemy HP is higher.&lt;br /&gt;
* '''Restraint device (巨人用拘束具):''' Shot and sword cannot be used; only ABSNET and shield.&lt;br /&gt;
* '''Eyesight enhancing drugs (視力強化薬)''' Enemy bullets move faster.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
&lt;br /&gt;
There are two ships in the game: '''Byakko''' (shown on the left in the ship select screen) and '''Kanamaki Chiractor''' (shown on the right in the ship select screen.)&lt;br /&gt;
&lt;br /&gt;
Byakko has a wide forward-facing shot and a plus-shaped cross shot.&lt;br /&gt;
&lt;br /&gt;
Kanamaki Chiractor has a narrow forward-facing shot and an X-shaped cross shot. This ship also has a stronger sword attack (colored purple instead of blue) when the cross shot is selected.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Items appear when a flashing green &amp;quot;captain&amp;quot; enemy is destroyed, when an entire wave of enemies is destroyed, and when a large-sized enemy is destroyed. There are multiple types of item, determined randomly when each item appears. Items switch to another type (also determined randomly) when hit with the sword attack.&lt;br /&gt;
* '''Gold star:''' One condition for entering '''endless mode''' (see the next section) in the game involves collecting about 30 of this item in a single run.&lt;br /&gt;
* '''Green square:''' Replenishes 10% health.&lt;br /&gt;
* '''Pink inverted triangle:''' Increase speed toward goal and enemy appearance rate (raises the Wee-Fee meter at the top center of the screen. This does not change the player ship's movement speed around the screen).&lt;br /&gt;
* '''Brown triangle:''' Junk item. Supposedly does nothing.&lt;br /&gt;
* '''Blue triangle:''' Point item (a darker variant gives more points).&lt;br /&gt;
* '''Orange square:''' Shield item. Generates a small shield in front of the ship for a limited time (this is the same shield that is generated when the shot and sword buttons are released, though this shield remains active even if these buttons are pressed).&lt;br /&gt;
* '''Yellow inverted triangle:''' Increases multiplier (shown in the reception gauge at the top left).&lt;br /&gt;
* '''Red square:''' Increases the player ship's attack strength.&lt;br /&gt;
&lt;br /&gt;
=== Endless mode ===&lt;br /&gt;
&lt;br /&gt;
The game will normally end when the distance gauge at the right of the screen fills up and the player ship reaches the Moon (typically about 10 minutes from the start of the run). However, if four specific conditions are met in a single run, '''endless mode''' will activate, whereby the player ship skips past the Moon and enemies continue to appear until the energy meter depletes. In endless mode, the distance gauge continues to go upward, and will even move past the top edge of the screen with extended play. The four conditions for activating endless mode are as follows:&lt;br /&gt;
* Collect lots of '''star items''' over multiple runs (endless mode cannot be activated on a fresh save file without playing the game for some time).&lt;br /&gt;
* Collect '''at least 30 star items in the current run'''.&lt;br /&gt;
* Collect '''lots of speed items'''.&lt;br /&gt;
* Keep the '''Wee-Fee (speed) gauge up''' for an extended period of time in the current run.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
''Multiplier system to be written here in detail later''&lt;br /&gt;
&lt;br /&gt;
=== Enemy patterns ===&lt;br /&gt;
&lt;br /&gt;
There are three different patterns for enemy placement depending on what the TV shows when the A button is pressed in the ship selection screen to start the game.&lt;br /&gt;
* '''Color bars:''' Pattern 1&lt;br /&gt;
* '''Static:''' Pattern 2 (more enemies than pattern 1)&lt;br /&gt;
* '''Map:''' Pattern 3 (even more enemies; larger enemies appear right from the start)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
There are no stages or stage end bosses in this game; it goes through several different backgrounds with different enemy waves, but the main strategy is the same throughout.&lt;br /&gt;
&lt;br /&gt;
* Hold down the shot and sword buttons to kill enemies, generate items, and continually switch the type of these items. Let go of sword and grab star items (gold), speed items (pink), and health items (green) when they appear.&lt;br /&gt;
* Press the ABSNET (bomb) button regularly to maintain invincibility. Enemy bullets are too fast to dodge, so bombing is key. It is ideal to time each button press when the white circle of the previous bomb extends outwards (at the very end of the previous bomb).&lt;br /&gt;
* Ensure that the Wee-Fee (speed) gauge is high, as this ensures that many enemies appear. Destroying lots of enemies helps to generate items and rapidly build the ABSNET gauge.&lt;br /&gt;
* Position the ship on top of larger enemies to kill them quicker (there is no collision damage in this game).&lt;br /&gt;
&lt;br /&gt;
=== Gauges and the systems that govern them ===&lt;br /&gt;
----&lt;br /&gt;
Radirgy Swag features multiple gauges. Each gauge is described below, along with the systems that they are related to.&lt;br /&gt;
&lt;br /&gt;
* '''Top right (Cyan):''' Health. Goes down gradually with time, and this decreases faster the greater the distance is in one run. This gauge drops a lot if the ship gets hit by a bullet (and even more if the bullet is a breakable one).&lt;br /&gt;
* '''Far right (Green):''' Distance. This represents the player ship's progress toward the moon. If the conditions for endless mode are not fulfilled, the player ship stops at the Moon when this gauge is full, and the ending sequence plays. If the conditions for endless mode are fulfilled, the player ship skips past the Moon and this gauge continues to fill up.&lt;br /&gt;
* '''Bottom right (Blue):''' ABSNET (bomb) gauge. This fills up when enemies are destroyed and when the ABSNET field absorbs bullets. This gauge fills up very quickly, encouraging liberal use of ABSNET.&lt;br /&gt;
* '''Top center (Green):''' Wee-Fee (speed) gauge. This goes up when speed items are collected. When this gauge is at two bars, the OVER state is activated, resulting in more enemies and faster enemy attacks.&lt;br /&gt;
* '''Top left (Green reception):''' Multiplier. This fills up when enemies are destroyed while the ABSNET field is active. The multiplier goes up depending on the number of bars in this gauge and whether or not the OVER state is active.&lt;br /&gt;
* '''Orders:''' Small objectives to complete as achievements. Not directly connected to scoring.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
After the &amp;quot;Umbra Incident&amp;quot; Tadayo Aita left school and moved into an abandoned train station near Shinjuku a few months ago. She now works in a part time job collecting junk. Someone else at her workplace named Atora Ataka, gave her a personal request that sounded pretty dangerous: She wanted Tadayo to get in a device suit called Byakko, and go to a small planet near the Moon.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 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;
* Information on gameplay mechanics gained by [[User:Mojilove|mojilove]] through playing the game, and through translating in-game text and a [[https://www.youtube.com/watch?v=n2faY_WcgyY| developer livestream]].&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Armed_Police_Batrider&amp;diff=9459</id>
		<title>Armed Police Batrider</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Armed_Police_Batrider&amp;diff=9459"/>
		<updated>2021-05-08T23:28:37Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Well, decided to do something about this page, overall did small changes would do bigger changes, but don't have time right, there is still a lot to be done, overall, for what I did, I would say that the controls are a bit weirdly written, honestly is better this than just being a stub default page, which was for some months.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo batrider.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| title = Armed Police Batrider&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = APBatrider Poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Poster for the game&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
| developer = [[Raizing]]&lt;br /&gt;
| music = Manabu Namiki&amp;lt;br/&amp;gt;Kenichi Koyano&amp;lt;br/&amp;gt;Hitoshi Sakimoto&lt;br /&gt;
| program = Shinobu Yagawa&lt;br /&gt;
| art = Kazuyuki Nakashima&amp;lt;br/&amp;gt;Hiroshi Yokoyama&amp;lt;br/&amp;gt;Masayuki Taguchi&amp;lt;br/&amp;gt;Masaharu Tokutake&amp;lt;br/&amp;gt;Yuki Yonei&lt;br /&gt;
| releasedate = 1998&lt;br /&gt;
| nextgame =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&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;
* '''A:''' Shoot&lt;br /&gt;
* '''A (After charging):''' Without pressing the button, you charge an &amp;quot;aura&amp;quot;, which can kill enemies at close range, after that pressing the button will release a powerful attack.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''C:''' Reconfigure your option (only works with the Battle Garegga characters)&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 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;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>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:APBatrider_Poster.jpg&amp;diff=9458</id>
		<title>File:APBatrider Poster.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:APBatrider_Poster.jpg&amp;diff=9458"/>
		<updated>2021-05-08T23:16:27Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: The poster for Armed Police Batrider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The poster for Armed Police Batrider&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free promotional}}&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Logo_batrider.png&amp;diff=9457</id>
		<title>File:Logo batrider.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Logo_batrider.png&amp;diff=9457"/>
		<updated>2021-05-08T21:36:28Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: This is the logo from the videogame Armed Police Batrider.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This is the logo from the videogame Armed Police Batrider.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free logo}}&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=5762</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=5762"/>
		<updated>2020-11-28T22:54:21Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Well, I remove the double title, it was redudante&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a [[doujin]] [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''AN AWESOME PRAYER'''&amp;lt;br&amp;gt;'''IS''' &amp;lt;br&amp;gt;'''CONFLICT WITH US'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''KEEP YOUR DIGNITY'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
&lt;br /&gt;
[[File:Sol piece.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_Crystals.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_droplet.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
----&lt;br /&gt;
=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
----&lt;br /&gt;
=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
----&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of enemies hit.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
&lt;br /&gt;
==== Breakthrough ====&lt;br /&gt;
----&lt;br /&gt;
At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# &amp;quot;English strategy guide for HellSinker.&amp;quot;, by Zaarock | https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=53078&lt;br /&gt;
# Spirit Scoring Strategies added by [[User:Twilightex|Twilightex]] and [[User:Legless|Legless]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=5761</id>
		<title>Gunbird 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=5761"/>
		<updated>2020-11-28T20:17:29Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: I just remove the part where the list of contents would appaer before the logo on the center, I change that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gunbird2_logo.png|center]]&lt;br /&gt;
[[File:Gunbird2_title.png|thumb|left|100px]]&lt;br /&gt;
&lt;br /&gt;
'''''Gunbird 2''''' is a vertical [[shooting game]] developed and published in 1998 by [[Psikyo]]. The game is a direct sequel to Gunbird, and features a light-hearted cast of characters trying assemble the ingredients for magic potion to make their wishes come true. This was the first Psikyo game to feature medal-chaining as a scoring mechanic, which would later feature in [[Strikers 1945 III]]/Strikers 1999. &lt;br /&gt;
&lt;br /&gt;
Gunbird 2 is noted for it's comedic tone, wide selection of characters, and addition of a melee attack which offers a powerful new offensive option. The game has been ported to a number of platforms, including the Sony Playstation 2, Sega Dreamcast, Nintendo Switch, and Steam.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:Gunbird2_screenshot.png|175px|thumb|right|Tavia progresses through the Italy stage]]&lt;br /&gt;
Gunbird 2 is a 3 button game. Each game loop consists of 7 stages, with the first three stages being randomly chosen from a possible four. In the second loop, stage 2-1 takes place in the stage that was not selected in the first loop. Completing the first loop rewards the player with a choice of two uses for the magic potion, with a unique ending for each choice.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A Button (Press):''' Shot&lt;br /&gt;
* '''A Button (Hold):''' Charge Attack (depletes Power Gauge)&lt;br /&gt;
* '''B Button:''' Bomb (depletes bomb stock)&lt;br /&gt;
* '''C Button:''' Melee attack (depletes Power Gauge)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after 3 items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.&lt;br /&gt;
&lt;br /&gt;
'''Power Gauge'''&lt;br /&gt;
&lt;br /&gt;
The power gauge is located at the bottom left of the screen, and is filled by killing enemies and collecting coins. Holding the A button releases a character-specific attack which depletes the gauge. Melee attacks, performed with the C button, will also deplete one level of the gauge. &lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Bombs instantly clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are character-specific.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gunbird 2 offers 6 playable characters, each with their own playstyle and unique advantages. 5 Characters are available by default, but a 6th, Aine, can be unlocked by entering the code 51024 in Maintenance Mode. He can then by selected by pressing down on the &amp;quot;?&amp;quot; icon on the character select screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_alucard.png|125px|thumb|left]]'''''Alucard'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' 3 green bat projectiles aimed forward. Good horizontal coverage.&lt;br /&gt;
* '''Subshot:''' Purple bats that fly forward on a slight delay. At max power, up to 8 bats can be on screen at once.&lt;br /&gt;
* '''Charge Attack:''' 2 swarms of blue bats that home in on enemies.&lt;br /&gt;
* '''Melee Attack:''' Alucard strikes with his cape.&lt;br /&gt;
* '''Bomb:''' Deals damage in a + shape. Can move during the animation.&lt;br /&gt;
&lt;br /&gt;
While Alucard's bomb has limited use, he makes up for it with fast movement speed, wide coverage with his basic shot, and a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_marion.png|125px|thumb|left]]'''''Marion'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A 6-way spread shot.&lt;br /&gt;
* '''Subshot:''' Homing star projectiles.&lt;br /&gt;
* '''Charge Attack:''' A single large projectile that fires directly forward.&lt;br /&gt;
* '''Melee Attack:''' Marion attacks the enemy with her rabbit familiar&lt;br /&gt;
* '''Bomb:''' A starstorm that clears the screen. Marion cannot move during this attack.&lt;br /&gt;
&lt;br /&gt;
An all-round character with a useful homing shot. She lacks the burst damage of some other characters, but has the tools to handle most situations.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_valpiro.png|125px|thumb|left]]'''''Valpiro'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' Blue shot aimed directly forward&lt;br /&gt;
* '''Subshot:''' Purple sawblades that move slowly up the screen. Up to 4 blades on screen at once.&lt;br /&gt;
* '''Charge Attack:''' 2 rocket arms that move slowly up the screen, each firing a 3-way shot.&lt;br /&gt;
* '''Melee Attack:''' Rocket punch.&lt;br /&gt;
* '''Bomb:''' A 360 laser sweep that covers the entire screen.&lt;br /&gt;
&lt;br /&gt;
Valpiro is the slowest character, but he packs a (rocket) punch, with a good multi-hitting subshot, and a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_tavia.png|125px|thumb|left]]'''''Tavia'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' 6 green shots aimed directly forward. High fire rate.&lt;br /&gt;
* '''Subshot:''' Blue ripples that expand as they travel.&lt;br /&gt;
* '''Charge Attack:''' A wide missile barrage that snakes upward.&lt;br /&gt;
* '''Melee Attack:''' A pink energy whip. Destroys enemy bullets.&lt;br /&gt;
* '''Bomb:''' An armada of robots carpet bombs the screen. Tavia can move freely during the attack.&lt;br /&gt;
&lt;br /&gt;
Tavia offers a superb rapid shot, along with the ability to move during her bomb animation, as well as a melee attack that cancels bullets. Considered a strong choice for survival-oriented players.&lt;br /&gt;
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&lt;br /&gt;
[[File:Gunbird2_heicob.png|125px|thumb|left]]'''''Hei-Cob'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A purple 6-way spread shot&lt;br /&gt;
* '''Subshot:''' Blue scimitars that spiral upward. Up to 4 on screen at once.&lt;br /&gt;
* '''Charge Attack:''' Summons a djinni that shoots directly forward for several seconds.&lt;br /&gt;
* '''Melee Attack:''' Hei-cob launches a bomb a short distance forward. The explosion lingers and deals damage for a few moments.&lt;br /&gt;
* '''Bomb:''' A djinni appears and clears the screen with a huge shockwave.&lt;br /&gt;
&lt;br /&gt;
An unorthodox character who offers a strong shot with wide coverage, and a charge attack that lets him control distant areas of the screen. His slow movement speed, and awkward melee attack make him a difficult character to handle for beginners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_aine.png|125px|thumb|left]]'''''Aine'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A single purple arrow projectile.&lt;br /&gt;
* '''Subshot:''' 2 orange arrows that flank the main shot.&lt;br /&gt;
* '''Charge Attack:''' A sword swipe that covers the entire vertical length of the screen. Narrow coverage, but hitbox lingers for a few seconds.&lt;br /&gt;
* '''Melee Attack:''' A 2-hit sword swipe.&lt;br /&gt;
* '''Bomb:''' Converts enemy bullets into rose items that can be collected for points.&lt;br /&gt;
&lt;br /&gt;
A guest character from [[Sengoku Ace]]. Aine is the fastest character in the game, and has a very powerful 2-hit melee attack, which promotes an agressive playstyle. His toolset is overall quite linear, so later stages can be challenging for survival, but due to the unique properties of his bomb he has the highest scoring potential in the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_p.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 3rd item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_b.png|center]] || '''Bomb''' &amp;lt;br&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_coin.png|center]] || '''Gold Coin''' &amp;lt;br&amp;gt;200-2000 point score item. Point reward depends on when the coin is collected during its spin animation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_gemhead.png]] || '''Gemhead''' &amp;lt;br&amp;gt;Secret item that grants gems when attacked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing 7 stages and defeating the last boss, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and enemies will now release revenge bullets on death. Stage 2-1 takes place in the stage that was not selected in the first loop.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Scoring in Gunbird 2 is relatively straightforward. Certain enemies, when destroyed, will leave behind gold coins that rotate on the spot. These coins will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, coins must be collected specifically when they flash brightly.&lt;br /&gt;
&lt;br /&gt;
If two 2000pt coins are collected consecutively, the player is awarded a chain bonus of 500 points. Collecting a 3rd 2000pt coin in a row will give a chain bonus of 1000 points, and collecting 4 in a row (and beyond) will give a bonus of 2000 points.&lt;br /&gt;
&lt;br /&gt;
Each stage contains a hidden item called a gemhead, which releases valuable gems when attacked. Gemheads can be spawned by hovering over specific parts of the background scenery, at specific times during each stage. If the player can maintain fire on a Gemhead, it will release a maximum of 19 green gems worth 1000 points each, before releasing a final blue gem which is worth 4000 points. Gemhead locations can be found on the ''[[Gunbird_2/Strategy]]'' page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Endgame Bonus ===&lt;br /&gt;
----&lt;br /&gt;
Clearing both loops rewards the player with an endgame bonus as follows:&lt;br /&gt;
&lt;br /&gt;
*Bomb Stock x 50,000&lt;br /&gt;
*Power Level x 10,000&lt;br /&gt;
*Lives Remaining x 100,000&lt;br /&gt;
*Max Coin Chain x 1,000&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 [[Gunbird_2/Strategy]] for '''secrets''' and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
&lt;br /&gt;
Following its original arcade release in 1998, Gunbird 2 was ported to the Sega Dreamcast in 2000.&lt;br /&gt;
&lt;br /&gt;
The game was later bundled with [[Gunbird]] and released on the Sony Playstation 2 as ''Gunbird Special Edition'' in 2004.&lt;br /&gt;
&lt;br /&gt;
The game was ported to the Nintendo Switch in 2018 by Zerodiv. After initially only being available on the Nintendo eShop, the game was later released physically as part of the ''Psikyo Shooting Stars Bravo'' compilation.&lt;br /&gt;
&lt;br /&gt;
On June 10th 2020, the game was released on Steam by Zerodiv and City Connection. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://web.archive.org/web/20101222220738/http://www.avault.com/reviews/dreamcast/gunbird-2-dreamcast-review/&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]], [[User:JayLab|JayLab]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Muchi_Muchi_Pork!&amp;diff=4168</id>
		<title>Muchi Muchi Pork!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Muchi_Muchi_Pork!&amp;diff=4168"/>
		<updated>2020-08-27T00:08:52Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Added the items, needs more attention, and did some others things.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:PorkLogo.png|500px|center]]&lt;br /&gt;
'''Muchi Muchi Pork!''' (むちむちポーク) is vertical scrolling shooting game developed by CAVE and published by AMI on 26 April 2007. It got ported to the Xbox 360 on 2011, alongside Pink Sweets: Ibara Sorekara.&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
* '''A (Tap)''': Fires Main Shot. Is used to toggle out of Lard form (B button) which also vacuums in Pork Medals.&lt;br /&gt;
* '''A (Hold)''': Continuous autofire of Main Shot. Will lock Ikuo's Laser options onto targets.&lt;br /&gt;
* '''B (Tap, Lard gauge filled)''': Toggles the Airbike into a Mech which grants access to the Lard Shot (Laser) and will slow movement speed. Lard gauge gradually depletes while transformed.&lt;br /&gt;
* '''B (Hold, Lard gauge filled)''': Also toggles into the Mech form and will fire the Lard Shot. Consumes Lard Gauge rapidly while in use.&lt;br /&gt;
* '''B (Hold, Lard gauge empty)''': Empty Lard Shot. A single, powerful stream of bullets that upon destroying foes will generate more Pigs than the Main Shot.&lt;br /&gt;
* '''C (Full bomb in stock)''': Activates a bomb which is a robot that parades the screen causing massive damage where contact is made. Player is fully invincible for the whole duration, more specifically, as a yellow aura surrounds the character until it dissipates completely.&lt;br /&gt;
* '''C (Partial bomb in stock)''': Fires bullet cancelling projectiles forward and deals moderate damage. Once activated the player gains a short duration of invincibility indicated by the yellow aura surrounding the character.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
* '''Momo (Muchi Muchi Pink)''': The all-rounder character. Movement speed is medium. Main Shot is a spread shot that deals the least damage of the three girls Main Shots. Lard Shot is a straight forward rectangular buzzsaw beam that extends about 3/4 of the screen at max power. '''Momo's Lard transformation has the perk of activating laser sooner than Ikuo and Rafute''' - this supports her survive-ability as she is less venerable during her transformation. Momo's bomb is a large pink robot that shoots an expanding cone that is the width of about 1/5 of the screen space with medium duration.&lt;br /&gt;
&lt;br /&gt;
* '''Ikuo (Muchi Muchi Blue)''': The damage dealer. Movement speed is the slowest of the 3. Main shot is a narrow stream of bullets forward that are supported by Gradius like options that fire lock-on lasers, damage is good. Lard Shot is a gigantic screw Laser that can extend a little further than Momo's Laser at full strength. Ikuo's bomb is a large blue robot that fires a narrow cone which is useful for separating bomb damage. Bomb duration is the weakest of the three.&lt;br /&gt;
&lt;br /&gt;
* '''Rafute (Muchi Muchi Yellow)''': Unwieldy power. Movement speed is high. Main shot is a forward stream of bullets supported by a barrage of spike balls that ricochet all over the screen and pierce after ricocheting. The spike balls in particular do heavy damage. Lard Shot is a spike attached to a chain that juts forward full screen and attaches to targets it makes contact with, damage is the worst of the three. Rafute's bomb is a large yellow robot that smashes the ground like a kid with a tantrum. This results in randomly placed EMP explosions for the longest duration bomb of the three.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
*'''Stationary Piggie (&amp;quot;buuton&amp;quot;)''': Increases your LARD METER, which are worth 1000 each when your lard meter is maxed out.&lt;br /&gt;
&lt;br /&gt;
*'''Parachuting Piggie (&amp;quot;buuton&amp;quot;)''': Increases your LARD METER, also are sucked in automatically when you are within a (rather generous) range.&lt;br /&gt;
&lt;br /&gt;
*'''Pork Up Weiner (small)''': These help power up your shot. There are 4 levels to the shot, with level 4 being max power. Each P icon is worth 5000 points when you have your shot at max power.&lt;br /&gt;
&lt;br /&gt;
*'''Pork Up Weiner (large)''': Raises your shot one full level. Only available when you die and regain your shot power-ups upon respawn.&lt;br /&gt;
Bombuu Ham: Increases your BOMBUU GAUGE a little. When the bomb meter maxes out, you get one full bomb. You can have up to 5 in store at any time (4 bombs plus a full bomb meter).&lt;br /&gt;
&lt;br /&gt;
*'''Medals (&amp;quot;Kinton&amp;quot;)''': The medal values are: 100-200-300-400-500-600-700-800-900-1000-2000-3000-4000-5000-6000-7000-8000-9000-10000. You get the next value by collecting all the medals on screen with the current value. If you miss a medal and there is no other medal on screen, the medal value lowers 1/10th of its current value (so 10,000 lowers to 1,000, rather than 100). The medals are automatically sucked in when you let off the B button and press the A button.&lt;br /&gt;
&lt;br /&gt;
*'''1-Up''': Gives you an extra life. There is only fixed 1-Up in the game, and that is in the Stage 3 midboss. To trigger it, you must destroy the midboss with the B shot when the lard meter is empty. In Harahara mode, however, you just need to destroy the midboss with the B shot, it doesn’t matter if the meter is empty or full.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Muchi Muchi Pork!]]&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=4155</id>
		<title>Gunbird 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=4155"/>
		<updated>2020-08-25T16:14:07Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Basically just removed the game title that was after the title page, I decided to remove that due to it redundancy. Also remove the lines that were in the subcategory, because that isnt very ellegant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gunbird2_logo.png|center]]&lt;br /&gt;
[[File:Gunbird2_title.png|thumb|left|100px]]&lt;br /&gt;
&lt;br /&gt;
'''''Gunbird 2''''' is a vertical [[shooting game]] developed and published in 1998 by [[Psikyo]]. The game is a direct sequel to Gunbird, and features a light-hearted cast of characters trying assemble the ingredients for magic potion to make their wishes come true. This was the first Psikyo game to feature medal-chaining as a scoring mechanic, which would later feature in [[Strikers 1945 III]]/Strikers 1999. &lt;br /&gt;
&lt;br /&gt;
Gunbird 2 is noted for it's comedic tone, wide selection of characters, and addition of a melee attack which offers a powerful new offensive option. The game has been ported to a number of platforms, including the Sony Playstation 2, Sega Dreamcast, Nintendo Switch, and Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:Gunbird2_screenshot.png|175px|thumb|right|Tavia progresses through the Italy stage]]&lt;br /&gt;
Gunbird 2 is a 3 button game. Each game loop consists of 7 stages, with the first three stages being randomly chosen from a possible four. In the second loop, stage 2-1 takes place in the stage that was not selected in the first loop. Completing the first loop rewards the player with a choice of two uses for the magic potion, with a unique ending for each choice.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
* '''A Button (Press):''' Shot&lt;br /&gt;
* '''A Button (Hold):''' Charge Attack (depletes Power Gauge)&lt;br /&gt;
* '''B Button:''' Bomb (depletes bomb stock)&lt;br /&gt;
* '''C Button:''' Melee attack (depletes Power Gauge)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after 3 items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.&lt;br /&gt;
&lt;br /&gt;
'''Power Gauge'''&lt;br /&gt;
&lt;br /&gt;
The power gauge is located at the bottom left of the screen, and is filled by killing enemies and collecting coins. Holding the A button releases a character-specific attack which depletes the gauge. Melee attacks, performed with the C button, will also deplete one level of the gauge. &lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Bombs do not grant invincibility, but instantly clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are character-specific.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
Gunbird 2 offers 6 playable characters, each with their own playstyle and unique advantages. 5 Characters are available by default, but a 6th, Aine, can be unlocked by entering the code 51024 in Maintenance Mode. He can then by selected by pressing down on the &amp;quot;?&amp;quot; icon on the character select screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_alucard.png|125px|thumb|left]]'''''Alucard'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' 3 green bat projectiles aimed forward. Good horizontal coverage.&lt;br /&gt;
* '''Subshot:''' Purple bats that fly forward on a slight delay. At max power, up to 8 bats can be on screen at once.&lt;br /&gt;
* '''Charge Attack:''' 2 swarms of blue bats that home in on enemies.&lt;br /&gt;
* '''Melee Attack:''' Alucard strikes with his cape.&lt;br /&gt;
* '''Bomb:''' Deals damage in a + shape. Can move during the animation.&lt;br /&gt;
&lt;br /&gt;
While Alucard's bomb has limited use, he makes up for it with fast movement speed, wide coverage with his basic shot, and a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_marion.png|125px|thumb|left]]'''''Marion'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A 6-way spread shot.&lt;br /&gt;
* '''Subshot:''' Homing star projectiles.&lt;br /&gt;
* '''Charge Attack:''' A single large projectile that fires directly forward.&lt;br /&gt;
* '''Melee Attack:''' Marion attacks the enemy with her rabbit familiar&lt;br /&gt;
* '''Bomb:''' A starstorm that clears the screen. Marion cannot move during this attack.&lt;br /&gt;
&lt;br /&gt;
An all-round character with a useful homing shot. She lacks the burst damage of some other characters, but has the tools to handle most situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_valpiro.png|125px|thumb|left]]'''''Valpiro'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' Blue shot aimed directly forward&lt;br /&gt;
* '''Subshot:''' Purple sawblades that move slowly up the screen. Up to 4 blades on screen at once.&lt;br /&gt;
* '''Charge Attack:''' 2 rocket arms that move slowly up the screen, each firing a 3-way shot.&lt;br /&gt;
* '''Melee Attack:''' Rocket punch.&lt;br /&gt;
* '''Bomb:''' A 360 laser sweep that covers the entire screen.&lt;br /&gt;
&lt;br /&gt;
Valpiro is the slowest character, but he packs a (rocket) punch, with a good multi-hitting subshot, and a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_tavia.png|125px|thumb|left]]'''''Tavia'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' 6 green shots aimed directly forward. High fire rate.&lt;br /&gt;
* '''Subshot:''' Blue ripples that expand as they travel.&lt;br /&gt;
* '''Charge Attack:''' A wide missile barrage that snakes upward.&lt;br /&gt;
* '''Melee Attack:''' A pink energy whip. Destroys enemy bullets.&lt;br /&gt;
* '''Bomb:''' An armada of robots carpet bombs the screen. Tavia can move freely during the attack.&lt;br /&gt;
&lt;br /&gt;
Tavia offers a superb rapid shot, along with the ability to move during her bomb animation, as well as a melee attack that cancels bullets. Considered a strong choice for survival-oriented players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_heicob.png|125px|thumb|left]]'''''Hei-Cob'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A purple 6-way spread shot&lt;br /&gt;
* '''Subshot:''' Blue scimitars that spiral upward. Up to 4 on screen at once.&lt;br /&gt;
* '''Charge Attack:''' Summons a djinni that shoots directly forward for several seconds.&lt;br /&gt;
* '''Melee Attack:''' Hei-cob launches a bomb a short distance forward. The explosion lingers and deals damage for a few moments.&lt;br /&gt;
* '''Bomb:''' A djinni appears and clears the screen with a huge shockwave.&lt;br /&gt;
&lt;br /&gt;
An unorthodox character who offers a strong shot with wide coverage, and a charge attack that lets him control distant areas of the screen. His slow movement speed, and awkward melee attack make him a difficult character to handle for beginners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_aine.png|125px|thumb|left]]'''''Aine'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A single purple arrow projectile.&lt;br /&gt;
* '''Subshot:''' 2 orange arrows that flank the main shot.&lt;br /&gt;
* '''Charge Attack:''' A sword swipe that covers the entire vertical length of the screen. Narrow coverage, but hitbox lingers for a few seconds.&lt;br /&gt;
* '''Melee Attack:''' A 2-hit sword swipe.&lt;br /&gt;
* '''Bomb:''' Converts enemy bullets into rose items that can be collected for points.&lt;br /&gt;
&lt;br /&gt;
A guest character from [[Sengoku Ace]]. Aine is the fastest character in the game, and has a very powerful 2-hit melee attack, which promotes an agressive playstyle. His toolset is overall quite linear, so later stages can be challenging for survival, but due to the unique properties of his bomb he has the highest scoring potential in the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_p.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 3rd item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_b.png|center]] || '''Bomb''' &amp;lt;br&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_coin.png|center]] || '''Gold Coin''' &amp;lt;br&amp;gt;200-2000 point score item. Point reward depends on when the coin is collected during its spin animation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_gemhead.png]] || '''Gemhead''' &amp;lt;br&amp;gt;Secret item that grants gems when attacked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
&lt;br /&gt;
After clearing 7 stages and defeating the last boss, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and enemies will now release revenge bullets on death. Stage 2-1 takes place in the stage that was not selected in the first loop.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Scoring in Gunbird 2 is relatively straightforward. Certain enemies, when destroyed, will leave behind gold coins that rotate on the spot. These coins will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, coins must be collected specifically when they flash brightly.&lt;br /&gt;
&lt;br /&gt;
If two 2000pt coins are collected consecutively, the player is awarded a chain bonus of 500 points. Collecting a 3rd 2000pt coin in a row will give a chain bonus of 1000 points, and collecting 4 in a row (and beyond) will give a bonus of 2000 points.&lt;br /&gt;
&lt;br /&gt;
Each stage contains a hidden item called a gemhead, which releases valuable gems when attacked. Gemheads can be spawned by hovering over specific parts of the background scenery, at specific times during each stage. If the player can maintain fire on a Gemhead, it will release a maximum of 19 green gems worth 1000 points each, before releasing a final blue gem which is worth 4000 points. Gemhead locations can be found on the ''[[Gunbird_2/Strategy]]'' page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Endgame Bonus ===&lt;br /&gt;
&lt;br /&gt;
Clearing both loops rewards the player with an endgame bonus as follows:&lt;br /&gt;
&lt;br /&gt;
*Bomb Stock x 50,000&lt;br /&gt;
*Power Level x 10,000&lt;br /&gt;
*Lives Remaining x 100,000&lt;br /&gt;
*Max Coin Chain x 1,000&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 [[Gunbird_2/Strategy]] for '''secrets''' and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
&lt;br /&gt;
Following its original arcade release in 1998, Gunbird 2 was ported to the Sega Dreamcast in 2000.&lt;br /&gt;
&lt;br /&gt;
The game was later bundled with [[Gunbird]] and released on the Sony Playstation 2 as ''Gunbird Special Edition'' in 2004.&lt;br /&gt;
&lt;br /&gt;
The game was ported to the Nintendo Switch in 2018 by Zerodiv. After initially only being available on the Nintendo eShop, the game was later released physically as part of the ''Psikyo Shooting Stars Bravo'' compilation.&lt;br /&gt;
&lt;br /&gt;
On June 10th 2020, the game was released on Steam by Zerodiv and City Connection. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://web.archive.org/web/20101222220738/http://www.avault.com/reviews/dreamcast/gunbird-2-dreamcast-review/&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]], [[User:JayLab|JayLab]]&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=4154</id>
		<title>Battle Garegga</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Battle_Garegga&amp;diff=4154"/>
		<updated>2020-08-25T15:56:05Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Decided to removed some unnesary lines for the division which had two lines to separate the title of the category itself and the info of the category. That really annoyed so I decided to remove that, outside of that there is nothing else really&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gareggalogo.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Battle Garegga&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = Gareggatitle.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing|Raizing / Eighting]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki]&lt;br /&gt;
|program = Shinobu Yagawa &amp;lt;/br&amp;gt; Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Ochiai&lt;br /&gt;
|art = Shinsuke Yamakawa &amp;lt;/br&amp;gt; M. Tatsuda&lt;br /&gt;
|releasedate = '''Arcade''': 1996 &amp;lt;/br&amp;gt; '''Sega Saturn''': 1998 &amp;lt;/br&amp;gt; '''Playstation 4''', '''Xbox One''': 2016&lt;br /&gt;
|previousgame = [[Shippu Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Soukyugurentai]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Battle Garegga''''' is a vertically scrolling [[shoot'em up]] [[arcade game]] developed by [[Raizing]] and published by [[Eighting]] in 1996. It is notable for its rank system that dynamically updates the difficulty of the game during gameplay based upon the player's actions.&lt;br /&gt;
&lt;br /&gt;
It was later ported to the Sega Saturn in 1998, and an updated version, '''''Battle Garegga Rev.2016''''' was released in 2016.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Battle Garegga uses 3 buttons by default. Many arcade cabinets also feature an additional dial for controlling the game’s autofire rate. &lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the ship's main shot and option shots&lt;br /&gt;
* '''A (Hold):''' Continuously fires the ship's main shot and option shots at the current autofire rate&lt;br /&gt;
* '''B:''' Deploys the ship's special weapon&lt;br /&gt;
* '''C:''' Changes the [[#Option_Formations|option formation]]&lt;br /&gt;
&lt;br /&gt;
=====Auto-fire Rate=====&lt;br /&gt;
&lt;br /&gt;
The [[Glossary of shmups#Auto-fire rate | auto-fire rate]] of the player’s ship may be adjusted in one of two ways. The first method is to tap the A button in the frequency that you want to set auto-fire to. The game counts the amount of frames between button pushes and will then set the auto-fire rate to the corresponding frequency. However, arcade cabinets often install a dial for selecting the rate of auto-fire. The second method, available on such cabinets, is to simply use the autofire dial to manually choose a desired autofire rate. The default autofire rate is 8.6 Hz, with available faster autofire rates of 10 Hz, 12 Hz, 15 Hz, 20 Hz, and 30 Hz available. Care must be taken by the player when choosing an autofire rate since higher rates will cause the game’s rank to increase significantly faster.&lt;br /&gt;
&lt;br /&gt;
In the ''Battle Garegga Rev.2016'' port, the player may assign multiple buttons on their controller as shot buttons and assign different autofire rates to individual buttons, allowing them to change the autofire rate without having to mash at the desired frequency. It is recommended that the player also sets a &amp;quot;clean&amp;quot; shot button without an autofire rate to be held down as their primary shot button so they have a means of inputting '''A (Hold)'''. Otherwise, using an autofire button can cause the autofire rate to increase beyond the desired rate when the game encounters [[Glossary of shmups#Slowdown | slowdown]], such as during stage transitions or when there are a large amount of objects (such as bullets) on screen. &amp;lt;!--Need info on saturn port!!!!!!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to these core functions, the ''Battle Garegga Rev.2016'' port also allows the player to set a quick restart button that when held will allow them to restart the game or start from their most recently loaded save state.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique main shot that is fired by pressing the '''A''' button. Tapping the '''A''' button will fire a single volley while holding the '''A''' button will fire continuous volleys of the main shot at the current autofire rate. Rapidly tapping and then holding the A button can be done to increase the autofire rate, but care must be taken when doing so since this will also increase the rate at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
The main shot has five normal power levels and a secret &amp;quot;special&amp;quot; power level, and is powered up by collecting shot icons which drop from airborne enemies. The number of small shot icons required to power up the main shot increases depending on the current shot level, varying from one small shot icon required to level up the main shot from Level 1 to Level 2 to eight small shot icons required to level up the main shot from Level 4 to Level 5. Picking up a large shot icon will immediately level up the main shot regardless of the number of small shot icons collected.&lt;br /&gt;
&lt;br /&gt;
'''Special Shot Level''' During the game, let five small shot items fall off the screen. If you pick up the sixth small shot item and are at shot level 5, your main shot will be upgraded to its most powerful shot level. The main shot will downgrade to level 5 upon the next death. If you pick up an option after the fifth dropped small shot item, the wide option formation is triggered. If you want to trigger special shot, you will therefore need to collect the next small shot item, then let 5 more small shot items fall off the screen before having another opportunity to activate special shot level.&lt;br /&gt;
&lt;br /&gt;
=== Special Weapon ===&lt;br /&gt;
&lt;br /&gt;
Each ship has a unique special weapon, deployed by pressing the '''B''' button. The special weapons are the closest analogue to traditional smart bombs in Battle Garegga, but have subtle differences. The special weapon can be used to destroy enemy bullets and background scenery in addition to damaging enemies, but does not clear the screen of all obstacles as in other shmups. When a special weapon is triggered, the player will get a brief period of invincibility and the special weapon will then be deployed. All ships have different properties when it comes to special weapon deployment time and invincibility frames. &lt;br /&gt;
&lt;br /&gt;
Activating a special weapon requires ammunition which may be gathered by collecting weapon fragments that drop from grounded enemies such as tanks or turrets. Picking up 40 small weapon fragments gives the player one full weapon stock, whereas a large weapon fragment will award a full weapon stock. Up to five weapons may be stocked at once. Activating a special weapon consumes one weapon stock. If the player does not have a full weapon stock available, the weapon will use the stocked weapon fragments to activate at reduced power.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
Each ship can collect option power ups to gain miniature drones that fly in formation around the player ship. These options shoot when the main shot is fired and their formation may be manually cycled through five preset formations with the '''C''' button.&lt;br /&gt;
&lt;br /&gt;
The standard option formations, which are cycled through in order, include:&lt;br /&gt;
&lt;br /&gt;
# '''Spread:''' The default formation. Options point forward with a slight outward angle for more coverage.&lt;br /&gt;
# '''Tail:''' Options point backwards in a fan shape.&lt;br /&gt;
# '''Front:''' Options point straight forward, giving a much narrower shot than the default formation.&lt;br /&gt;
# '''Rotate:''' Options rotate around the ship in a ring, allowing for shooting in all directions.&lt;br /&gt;
# '''Trace:''' Options follow behind the ship, pointing in the opposite direction of the player's movements.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard five formations, there are several hidden formations activated through specific circumstances:&lt;br /&gt;
&lt;br /&gt;
*'''Wide''' During the game, let five small shot items fall off the screen. If you pick up an option item before the sixth small shoot item falls off the screen, you will activate the wide formation. Options in the wide formation provide wider coverage than the standard spread formation, being aimed nearly horizontally. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Homing''' During the game, let five small bomb fragments fall off the screen. If you pick up an option item before the sixth small bomb fragment falls off the screen, you will activate the homing formation. Options in the homing formation will automatically fly across the screen to shoot enemies from point-blank range. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Search''' During the game, let five option items fall off the screen. If you pick up the sixth option item before it falls off the screen, you will activate the search formation. Options in the search formation will automatically rotate in place to aim at enemies on screen. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Shadow''' During the game, let five medals fall off the screen. If you pick up an option item before the sixth medal falls off the screen, you will activate the shadow formation. Options in the shadow formation will follow the player ship while shooting straight up, similar to the options in Gradius. This formation will persist until death or cycling option formations with the C button.&lt;br /&gt;
&lt;br /&gt;
*'''Chain''' In a two-player game, the chain formation will have a 50% chance of activating whenever the conditions to activate any secret option formation are satisfied. Options in the chain formation will link the two player ships while shooting upwards. The options of the player who did not activate chain formation will remain unaffected.&lt;br /&gt;
&lt;br /&gt;
If a secret option formation is manually deactivated by pressing the '''C''' button, the options will change to the spread formation.&lt;br /&gt;
&lt;br /&gt;
=== Death Shrapnel ===&lt;br /&gt;
&lt;br /&gt;
When the player dies, the ship will explode into a wave of shrapnel. This shrapnel has penetrating properties, meaning it will travel through enemies. It deals damage and cancels bullets, although enemies killed by shrapnel will never award any points. The shrapnel deals a set amount of damage to bosses, but will never kill a boss.&lt;br /&gt;
&lt;br /&gt;
Dying awards the player with 20 small weapon fragments, but will also weaken the player's main shot by one level and take away their options. However, the explosion will release a large shot icon (even if they were already at shot Level 1) and an option power up for each option lost, allowing the player an opportunity to regain their previous power level.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
There are four playable ships in Battle Garegga by default, as well as four additional secret characters who originally appeared in the earlier Raizing game Mahou Daisakusen. The secret characters are unlocked by inputting the code &amp;quot;Up, Up, Down, Down, Left, Right, Left, Right, A, B, C, Start&amp;quot; at the title screen of the arcade version or enabled in the option settings on the console ports.&lt;br /&gt;
&lt;br /&gt;
The button the player uses to select their ship will change its color as well as slightly influence its speed and hitbox size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Button !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| A button || Default speed and hitbox &lt;br /&gt;
|-&lt;br /&gt;
| B button || Increased speed&lt;br /&gt;
|-&lt;br /&gt;
| C button || Smaller hitbox&lt;br /&gt;
|-&lt;br /&gt;
| A, B, and C buttons simultaneously (or wait for the selection screen to time out) || Increased speed and smaller hitbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon the start of a credit, the player starts with shot level 1, a fire rate of 8.6 Hz, and 1 full weapon stock and 20 weapon fragments (equivalent to 1 ½ weapon stocks). These default settings will reset upon continuing after a game over.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Silver Sword &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Silver Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga silversword portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Silver Sword&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Cannon Ball&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Masamune&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Shatter Star&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1010 FIGHTER AIRCRAFT&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Napalm cone that is aimed in the direction opposite the ship's movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Special weapon can be aimed, giving it a lot of utility&lt;br /&gt;
* Low rank increase&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Special weapon covers a tiny area when deployed with only a few weapon fragments.&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; Grasshopper &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0fff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Grasshopper&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#32cd32; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga grasshopper portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Grasshopper&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Reinforcer&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;DGR October&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Diving Fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-130 AIR-TO-GROUND INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that gains penetrating bullets at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Chain gun that fires bullets in a narrow cone in front of the ship. Spent shell casings are also discharged at oblique angles behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Very powerful main shot that can very quickly kill many bosses&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Main shot is narrow at all shot levels&lt;br /&gt;
* Special weapon also has narrow coverage&lt;br /&gt;
* Completely reliant on options for wider coverage&lt;br /&gt;
* Slow&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; Flying Baron &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Flying Baron&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#dc143c; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga flyingbaron portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Flying Baron&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Stormy Omen&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Red Impulse&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Black Zeppelin&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-1026 LIGHT CARRIER-BASED FIGHTER AIRCRAFT &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at level 3 and a 4-way shot at level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Unleashes a homing missile barrage. Missiles are initially deployed behind the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Low rank increase&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Main shot is weak&lt;br /&gt;
* Special weapon is difficult to control&lt;br /&gt;
* Very few missiles are deployed when using the special weapon with only a few weapon fragments&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; Wild Snail &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f5f5dc; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Wild Snail&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#daa520; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga wildsnail portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Wild Snail&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Iron Mackerel&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Rust Champion&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &amp;quot;Golden Bat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | G-913 HEAVY CARRIER-BASED TORPEDO BOMBER  &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 4-way shot at Level 5. Has penetrating bullets at all shot levels.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Standard Bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Twin flamethrowers that lock on to nearby targets.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Very powerful main shot that can very quickly kill many bosses&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Special weapon behaves randomly when there are many targets on screen&lt;br /&gt;
* High rank increase&lt;br /&gt;
* Slow&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; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fff0f5; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Gain&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ff0000; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga gain portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | VALHALLYZER &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Large swords that function as penetrating bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Magic circle that deals area-of-effect damage in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Very powerful special weapon whose area-of-effect property is useful for scoring tricks&lt;br /&gt;
* Multiple special weapons can be deployed at once in rapid succession&lt;br /&gt;
* Fast ship&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Options have a shot limit of 1 sword on screen at any time, which can make them difficult to precisely control&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Gain's options are his F-subweapon from Mahou Daisakusen, as are the swords they shoot&lt;br /&gt;
* Gain's special weapon is the bomb that was shared between all ships in Mahou Daisakusen and his personal bomb in Shippu Mahou Daisakusen&lt;br /&gt;
* Gain's pet monkey is nowhere to be seen :(&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; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f0f8ff; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Chitta&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#0000cd; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga chitta portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GUN-DALF&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets with homing properties.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Genie in a bottle that hits an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Homing option bullets&lt;br /&gt;
* Area-of-effect special weapon&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Weak special weapon&lt;br /&gt;
* Special weapon has long start up&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Chitta's options are enemy gobligan mages from Mahou Daisakusen ''~How scandalous!~''&lt;br /&gt;
* Chitta's special weapon is her bomb from Shippu Mahou Daisakusen&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; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#fffff0; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Miyamoto&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#ffd700; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga miyamoto portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | THE SAMURAI-DRAGON&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Narrow forward shot that becomes wider at Level 4.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special bullets that explode on impact, dealing area-of-effect damage.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Sword slashes that propel wind blades in a wide cone in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Fastest ship in the game&lt;br /&gt;
* Options are very powerful and give lots of tick points&lt;br /&gt;
* Special weapon is fast and effective at clearing bullets from the screen&lt;br /&gt;
* Low rank increase&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Special weapon is weak&lt;br /&gt;
* Difficult ship to precisely control&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Although Miyamoto's options are the ninjas that accompany him in his ending in Mahou Daisakusen, the bullets they shoot are from his W-subweapon of the same game&lt;br /&gt;
* Miyamoto's special weapon is his bomb from Shippu Mahou Daisakusen&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; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#e6e6fa; width: 74%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Bornnam&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | C&lt;br /&gt;
! style=&amp;quot;background-color:#9932cc; color:#ffffff;&amp;quot; | ABC&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:Garegga bornnam portrait.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; | GOLGODIAN&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Forward shot that becomes a 3-way shot at Level 3 and a 5-way shot at Level 5.&lt;br /&gt;
&lt;br /&gt;
'''Option Shot:'''  Special wide bullets.&lt;br /&gt;
&lt;br /&gt;
'''Special Weapon:'''  Summons a demon to attack an area in front of the ship.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Powerful main shot with very wide coverage&lt;br /&gt;
* Area-of-effect special weapon&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Slow&lt;br /&gt;
'''Easter Eggs:'''&lt;br /&gt;
* Bornnam's options and the bullets they shoot are his W-subweapon from Mahou Daisakusen&lt;br /&gt;
* Bornnam's special weapon is his bomb from Shippu Mahou Daisakusen&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:TButZIC.png]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
There are a number of power up items in Battle Garegga. Shot power ups, option power ups, and medals drop from [[Glossary of shmups#Popcorn |popcorn enemies]] according to the [[Battle Garegga#Item Drop Order|item drop order]]. Grounded enemies will drop bomb fragments.&lt;br /&gt;
&lt;br /&gt;
Normally, collecting shot power ups, weapon fragments, and option power up items awards no extra points. However, when at maximum shot level, weapon ammunition or options, picking up excess power ups will award bonus points. However, this is generally not recommended since the bonus points awarded does not outweigh the rank increase from picking up the items.&lt;br /&gt;
&lt;br /&gt;
'''Shot Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]].'' &amp;lt;br&amp;gt; Collect multiple small shot power ups to level up the ship's main shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgshot.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Large Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Levels up the ship's main shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Weapon Fragments'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregsmbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Small Weapon Fragment''' &amp;lt;br&amp;gt; ''Dropped by grounded enemies such as tanks or turrets.'' &amp;lt;br&amp;gt; Adds one weapon fragment to the player's weapon ammunition. 40 weapon fragments are required to create one full weapon stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greglgbomb.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10,000&lt;br /&gt;
| '''Large Weapon Fragment''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 4 and Stage 6.'' &amp;lt;br&amp;gt; Adds a full weapon stock to the player's weapon ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Option Power Ups'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Bonus Point Value&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gregoption.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Option Power Up''' &amp;lt;br&amp;gt; ''Dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]], or by the Player when losing a life.'' &amp;lt;br&amp;gt; Summons one option drone to assist the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Medals'''&lt;br /&gt;
&lt;br /&gt;
Medals are golden icons dropped by popcorn enemies based on the [[#Item Drop Order|Item Drop Order]] that may be collected for points. The value of medals ranges from 100 to 10,000 points. Usually, the value of a medal will be one increment higher than the previous medal collected, allowing the player to create a [[Glossary of shmups#Chain |chain]] of high point-value medals. However, if a medal falls off the bottom of the screen, the next one to spawn will be of the lowest value.  &lt;br /&gt;
&lt;br /&gt;
More specifically, the value of the next medal to spawn will be either &lt;br /&gt;
# one increment more valuable than the last medal collected, or&lt;br /&gt;
# base value, if the last medal fell off the screen.&lt;br /&gt;
This means that if a medal falls off the screen, the chain may still be salvaged if another high-value medal has already spawned and is collected before a base-value medal is dropped by an enemy.&lt;br /&gt;
&lt;br /&gt;
Medals can also be found upon using a special weapon to destroy certain parts of the background scenery.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Greg100medal.png|center]] || [[File:Greg200medal.png|center]] || [[File:Greg300medal.png|center]] || [[File:Greg400medal.png|center]] || [[File:Greg500medal.png|center]] || [[File:Greg600medal.png|center]] || [[File:Greg700medal.png|center]] || [[File:Greg800medal.png|center]] || [[File:Greg900medal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Greg1000medal.png|center]] || [[File:Greg2000medal.png|center]] || [[File:Greg3000medal.png|center]] || [[File:Greg4000medal.png|center]] || [[File:Greg5000medal.png|center]] || [[File:Greg6000medal.png|center]] || [[File:Greg7000medal.png|center]] || [[File:Greg8000medal.png|center]] || [[File:Greg9000medal.png|center]] || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Drop Order ===&lt;br /&gt;
&lt;br /&gt;
Popcorn enemies may drop items when destroyed. Under normal circumstances, every fifth enemy destroyed will drop an item. However, in Stage 3, Stage 5, and Stage 6, grounded popcorn enemies appear which are guaranteed to drop items. When an enemy drops an item, the item dropped is determined according to a specific order, governed by the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Gregoption.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 22 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 23 || [[File:Gregsmshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 24 || [[File:Gregmaxmedal.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| 25 || [[File:Greglgshot.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
The game features an adjustable difficulty system ([[Glossary of shmups#Rank |rank]]) that will increase difficulty based on the actions of the player. As rank increases, more popcorn enemies spawn, enemies gain more health, enemies shoot more frequently, enemy bullets travel faster, and items fall off the screen faster. Uncontrolled increase of the game's rank can quickly turn it into a manic shooter. In brief, things that increase rank are:&lt;br /&gt;
&lt;br /&gt;
* '''Time''': rank increases by a set value every frame, the value primarily determined by the player's autofire rate&lt;br /&gt;
* '''Shots''': rank increases by a set value for every shot fired, the value determined by the player's ship, shot level, and number of options&lt;br /&gt;
* '''Items''': rank increases every time an item is collected, with the value determined by the item&lt;br /&gt;
* '''Special Weapons''': rank increases by a set value every time the player deploys their special weapon&lt;br /&gt;
* '''Bullets Sealed''': rank increases by a set value for every enemy bullet sealed (note that cancelling bullets by bombing does not affect rank)&lt;br /&gt;
&lt;br /&gt;
Losing a life will decrease the rank.  The fewer lives a player has when they die, the more rank is decreased. Thus, the game rewards a player who doesn't stock up many lives at a time by more drastically reducing its difficulty. &lt;br /&gt;
&lt;br /&gt;
Although rank is hidden from the player in the arcade release, in the Battle Garegga Rev.2016 port rank may be displayed in a widget on the side of the screen. The rank is displayed on a graph as a percentage ranging from 0.0% to 100.0% that updates in real time during gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Simple Rank Mitigation Strategies'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* Do not horde more than two extra lives. Ideally, try to stay at one extra life and suicide right before gaining an extra life from scoring.&lt;br /&gt;
* Try to limit yourself to 2 options and power up the main shot slowly with large shot icons.&lt;br /&gt;
* Do not set the autofire rate higher than 10 Hz.&lt;br /&gt;
* Do not pick up excess items, including small weapon fragments. (All you usually need are a small handful for safety bombing.) &lt;br /&gt;
* Try to stop firing when there are no enemies on screen. In addition, you can often tap fire to wipe out popcorn waves.&lt;br /&gt;
&lt;br /&gt;
'''In general, the trick to controlling rank is to take only what you need to survive and score.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Advanced Rank]] for a detailed discussion on rank in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
Extends, or extra lives, are gained every 1,000,000 points or from collecting the secret 1UP in stage 3.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
The primary intended scoring mechanic of Battle Garegga is to maintain a chain of maximum-value medals throughout the entire game. In addition, certain background elements may be destroyed using the ship's special weapon for points or to reveal hidden caches of medals. Some bosses have multiple parts that may be destroyed for extra points, and these parts (as well as many enemies throughout the game) are often worth different amounts of points when destroyed with regular, non-penetrating bullets, penetrating bullets, or special weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Battle Garegga/Scoring]] for a detailed discussion on scoring in Battle Garegga.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Even for a survival clear, it is recommended for the player to devise a strategy that accounts for the rank system in order to keep the last few stages of the game playable. Since the player gains an extend for every 1,000,000 points scored, the rank system encourages players to make at least a modest attempt to score points to gain extends that can then be traded for reduced difficulty via intentional suicide. Other rank mitigation strategies that focus on reducing the rate that rank increases include keeping a low autofire rate, slowly powering up, and conserving shots fired. It is possible to finish the game in one life, but this requires intricate knowledge of the game's rank system and an ultra-prudent playstyle.&lt;br /&gt;
&lt;br /&gt;
Some useful tips for beginners aiming for a 1 credit clear:&lt;br /&gt;
* The ABC variant of Wild Snail (aka &amp;quot;Golden Bat&amp;quot;) is a popular ship for obtaining a first clear because of its powerful main shot whose penetrating bullets simplify many boss fights. Miyamoto is another good ship due to his powerful options and defensive special weapon, but only if you can handle his speed.&lt;br /&gt;
* It is more important to learn the stage layouts and boss attack patterns then to stress out about rank when first picking up the game.&lt;br /&gt;
* Think of the game as having two distinct parts. During the first part, Stages 1 through 5, you should aim to control rank by suiciding and maintaining a lower than maximum power level. Stages 6 &amp;amp; 7 are very difficult even at low rank and seemingly impenetrable at high rank. During these stages you should stop worrying about rank control and fully power up, activate homing options, and horde lives and bombs to maximize your chances of surviving the Stage 7 bosses.&lt;br /&gt;
* Keep an eye out for easy scoring opportunities such as the pink flamingos or partial boss dismantles to more quickly gain extra lives. Learning how to maintain a max-level medal chain is a fundamental first step that allows you to use special weapons to harvest lots of max-value medals from background scenery in Stages 3 &amp;amp; 4 for lots of points at little risk.&lt;br /&gt;
* Learn how to obtain the secret 1-up from the Stage 3 mid-boss.&lt;br /&gt;
* Finally, don't worry if you accidentally make a mistake. The rank system is not so strict that a single slip-up will lead to a game over, and often allows the player a degree of flexibility to adjust their strategy accordingly.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
&lt;br /&gt;
=== Pink Flamingos ===&lt;br /&gt;
At the beginning of Stage 2, there is a castle in the background shortly after the gunblimp and before the tanks that run over houses. If you use a special weapon on the castle, it will release a flock of pink flamingos that award points on every frame in which they take damage. To maximize the points gained, it is recommended for every ship to stockpile as many weapon fragments as possible during Stage 1 and use all of their ammunition bombing the flamingos. When executed properly, many ships can gain over 1,000,000 points from this single trick.&lt;br /&gt;
&lt;br /&gt;
===Obtain a 1UP from the Stage 3 Midboss===&lt;br /&gt;
The conditions are destroying the two main side parts and then destroy the midboss when it has come to a full stop in the rectangular yellow-striped area before the stage boss. If done successfully, the boss will drop a golden plane (1UP).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike in most other [[Shoot 'em up#Scrolling shooters|scrolling shooter]] games, where bullets are often brightly colored to distinguish from the background, bullets are realistically colored, making it difficult for players to see them. Exploding enemies and objects also create [[Glossary of shmups#Shrapnel | flying debris]], further camouflaging incoming fire. This was ameliorated to some extent in the Type 2 version, which replaces most of the standard bullets with yellow dots.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Battle Garegga Rev.2016 Online Manual, https://m2stg.com/en/battle-garegga/ps4/manual/index.php&lt;br /&gt;
# Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=351&lt;br /&gt;
# https://gamefaqs.gamespot.com/arcade/577456-battle-garegga/cheats&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Additional info provided by [[User:VxD|VxD]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
===Superplay videos===&lt;br /&gt;
* [https://www.youtube.com/watch?v=lveMgVRJnBg Y.S.333]&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Harmful_Park&amp;diff=4153</id>
		<title>Harmful Park</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Harmful_Park&amp;diff=4153"/>
		<updated>2020-08-24T23:31:12Z</updated>

		<summary type="html">&lt;p&gt;PopSpirit: Change some stuff, not much&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HP.png|center]]&lt;br /&gt;
&lt;br /&gt;
Harmful Park is a high brow gag and pure shooting game and a very vibrantly absurd horizontal shmup, released for the Playstation in 1997 by Sky Think System. The player is in control of a woman riding a flying motorbike who fighter her enemies with a full course meal’s worth of food. Unlike some horizontal shooters, terrain is not dangerous.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Harmful Park has 6 stages and four difficulties: Easy (the default), Normal, Hard, and Very Hard. It also offers a Score Attack mode with a unique and difficult score attack stage, and a set of non-STG minigames.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
'''Square''': Shot&lt;br /&gt;
&amp;lt;br&amp;gt;'''Triangle''':Special&lt;br /&gt;
&amp;lt;br&amp;gt;'''X''': Shot Change Forward&lt;br /&gt;
&amp;lt;br&amp;gt;'''O''': Shot Change Back&lt;br /&gt;
&amp;lt;br&amp;gt;[The order for shot change is: Potato, Ice, Pie, Jerry]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Select Potato R1&lt;br /&gt;
&amp;lt;br&amp;gt;Select Ice R2&lt;br /&gt;
&amp;lt;br&amp;gt;Select Pie L1&lt;br /&gt;
&amp;lt;br&amp;gt;Select Jerry L2&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Harmful Park equips the player with four different weapons, each with its own unique special &amp;quot;bomb&amp;quot; attack. Each handles differently, and the easiest weapon to use in any given situation will likely not be the right weapon to use to rack up points. Each weapon has four power levels are, and your current weapon will reset to level 1 upon death. If you need to take a death, switching to another weapon can help you maintain your power level on your weapon(s) of choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Potato&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The most traditional weapon in your arsenal, it's a basic vulcan-type gun. Reliable and easy to use, it's great if you're feeling overwhelmed and want to deal damage without having to worry about the peculiarities of the other weapons. However, the shot has very poor scoring potential; you'll struggle to get a x2 with it.&lt;br /&gt;
&lt;br /&gt;
Potato's special attack is smartbomb attack with a small twist. A giant sweet potato will appear around your character and and linger for a second before exploding. Enemies that touch the potato will take damage; when it explodes it will damage everything on the screen. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ice&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Ice shot shoots a long dairylicious laser at the enemies. There are breaks in the beam which takes getting used to but it deals great damage, penetrates enemies, and is the easiest weapon to chain with.&lt;br /&gt;
&lt;br /&gt;
It does get harder to chain when you level up the weapon: each individual beam establishes its own combo, so you need to do some careful positioning to maximize your chain. It's difficult to combo into big enemies, but Ice is a great way to weaken them so they can be finished off with a bomb.&lt;br /&gt;
&lt;br /&gt;
Ice's special attack is a large laser that shoots out of a giant ice cream sundae. It's powerful but has poor combo potential. Best for bosses if you're not feeling brave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pie&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Pie weapon lobs a creamy grenade at your targets. Pies are best thrown at short range, they travel in an arc and are difficult to aim from a distance and the longer your pies are in the air the longer you have to wait to throw more.&lt;br /&gt;
&lt;br /&gt;
Pies are the second most important scoring tool in your arsenal. They're not great for general use, but a solid hit does consistent damage every time and it's the most consistent way I've found to deal specific amounts of damage before throwing a bomb out. Staying at Lvl. 1 is an easy way to make sure you're able to accurately accurately gauge your damage output.&lt;br /&gt;
&lt;br /&gt;
A less useful feature of the Pie weapon is that your multiplier builds faster - from 2x to 4x, etc. Even more interesting, it might possible to keep your chain from pie to pie. Unfortunately, there are very few cases where enemies are grouped in a way that allows you to take advantage of this - the birds in stage 2 are a rare exception.&lt;br /&gt;
&lt;br /&gt;
The special Pie attack is really a special cake attack that fires a rotating barrage of cakes around your character. It's the strongest attack in the game, but you have sit on top of an enemy actually hit them with all the cakes - and if you're still there when the attack ends and your invincibility runs out, you will die.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Jerry&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Jerry attack throws homing blobs of jelly at enemies. They're weak and difficult to aim at specific targets and are basically never the best weapon for any situation. Even worse, the projectiles often remain on screen for quite a while searching out a target, and you can't fire Ice or Pie while there's still one on screen.&lt;br /&gt;
&lt;br /&gt;
The Jerry special surrounds your characters in a big ol' bowl of jello that absorbs a lot of damage (and deals a small amount to any enemy that touches you), but there's no way to dispel the shield and you're stuck with the Jerry weapon until it's gone. It's probably very helpful if you want to survive certain hairy situations without burning through your entire Special stock, but if you're going for something other than a clear than the opportunity cost of using it is probably too high.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Gems&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gems are dropped by enemies; some drops are fixed while most enemies will drop them only occasionally (likely after so many kills). Gem values increase by 500 with each gem collected and reset to 500 when a single gem is dropped; the change in value happens regardless of whether or not there are other gems on screen. &lt;br /&gt;
&lt;br /&gt;
When gems are generated, they move right for a second, before moving left and eventually falling off screen. This move gems off the righthand side of the screen for a few seconds, outside of your ability to collect them. This can complicate collection quite a bit depending on the situation. Dropping a full-value gem by letting it scroll off the left side of the screen costs you 22,500 points while you rebuild the value.&lt;br /&gt;
&lt;br /&gt;
Attaining higher multipliers increases the drop rate - at a certain level you will are more or less guaranteed a gem from every enemy killed (and some large enemies can drop higher numbers of gems). This is an important element to scoring because while it helps make killing large groups of otherwise enemies worth expending a bomb. The drop rate is effected by the difficulty level - gems will be everywhere on Easy, but quite uncommon on Very Hard. &lt;br /&gt;
&lt;br /&gt;
You also spawn gems when you die, I believe based on the weapon level you lose. Losing a lvl. 4 will spawn 3, lvl. 3 will spawn 2, lvl. 2 will spawn 1, and lvl. 1 gets you nothing. Since you get 5,000 points for collecting a powerup while at Lvl. 4, it's better to just grab the powerup for points than to level up unused weapons to spawn gems when you die.&lt;br /&gt;
&lt;br /&gt;
Gem collection also seems to influence when non-fixed powerups will spawn. I'm not sure of specifics, but more gems collected results in more powerups appearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Snowmen&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Snowmen are worth 50,000 points each, and are hidden in every level. When you shoot their hiding place they will appear for a brief second; once you've done enough damage to them they will turn white and can be collected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 Location || [[File:S1snows.png|150px]]&lt;br /&gt;
|-&lt;br /&gt;
| Stage 2 Locations ||[[File:S2snow1.png|150px]] || [[File:S2snow2.png|150px]]&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 Location || [[File:S3snow1.png|150px]]&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 Location || [[File:S4snow1.png|150px]]&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 Location || [[File:S5snow1.png|150px]]&lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 Locations || [[File:S6snow1.png|150px]] || [[File:S6snow2.png|150px]] || [[File:S6snow3.png|150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Power Up&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Powerup items drop regularly throughout the game, and upgrade your current weapon by one level. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Special&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Special items appear at fixed locations and grant you one additional special/bomb for your stock.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Multiplier&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The multiplier will be your main source of points in Harmful Park. Each enemy after the first that is killed with the same projectile will increase your multiplier by 1, up to x16. This multiplier is applied to the defeated enemy's base value, which is displayed in the upper left hand corner when they are killed. That base is an important factor - an enemy worth 500 killed with a x16 chain is worthless compared to an enemy worth 5,000 killed with a x3 chain. As a general rule, we want to identify enemies with large base values, and find a way to kill them with a very high multiplier. The multiplier also influences gem drops, as discussed below.&lt;br /&gt;
&lt;br /&gt;
The multiplier starts really helping when you're able to apply it to large enemies. As an example, there is an enemy midway through stage 1 that will fire popcorn all over the screen. He's worth 5,000 - but before he leaves the screen, over a dozen flying hats will join him. If you weaken him enough so that a Potato bomb will kill him when it explodes, the hats will bump your multiplier up to x16 which is applied to the stronger enemy upon its demise for a value of 80,000 points. Note that this works on bosses, who have a base value of 50,000!&lt;br /&gt;
&lt;br /&gt;
The value of items such as gems and snowmen are independent from the multiplier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;End of Stage Bonus&amp;lt;/b&amp;gt;&lt;br /&gt;
There are three factors that contribute to your stage bonus:&lt;br /&gt;
Specials in stock x 5,000&lt;br /&gt;
Gems collected x 100&lt;br /&gt;
50,000 x Destroy % if &amp;lt;100%&lt;br /&gt;
200,000 if 100% enemies destroyed&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Perhaps surprisingly given how prominent gems appear in the game, Harmful Park's scoring actually revolves around its multiplier system.&lt;br /&gt;
&lt;br /&gt;
Multiplier is only built by a single shot - a single pie that kills two enemies will be rewarded with a the second kill; killing two enemies with two pies will not result in a multiplier even if they die at the exact same time. This is quite strict - if your Lv 3 Ice weapon fires three lasers at once, each laser is treated as a different shot. The only weapon that can effectively build multiplier is the Potato weapon's bomb, which will sit on screen for a few moments before exploding for full-screen damage - and the tick damage and explosion are counted as one &amp;quot;shot.&amp;quot; The bulk of a run's score will probably come from using the Potato bomb on large groups of weak enemies, ideally with a high-value stronger enemy destroyed at the end with a x16 multiplier. &lt;br /&gt;
&lt;br /&gt;
The bomb is not strong enough to kill most valuable enemies on its own, so scoring in Harmful Park generally requires you to weaken a high-value enemy to the point where a bomb can kill it, then allowing the screen to fill up with weak enemies before deploying the bomb. As no enemies have visible health bars, learning to score requires learning how to measure and deal the right amount of damage before attempting to cash in. Stronger enemies will flash yellow when hit initially, and red when they are near death. A red damage indicator does not necessarily mean a bomb will be enough to finish the enemy off. &lt;br /&gt;
&lt;br /&gt;
When you run out of bombs, you can intentionally lose a life to recover your bomb stock. To compliment this, you are awarded with an extend every 500k. Scoring well rewards you with more lives to be traded in for more bombs, enabling more score. In certain cases it is possible to earn an extend with a single well timed bomb - the stage 4 boss can be killed with a 16x multiplier (applied to her 50,000 base) for 800,000 points.&lt;br /&gt;
&lt;br /&gt;
Gems are a significant source of score, but the way one collects more gems is to build bigger multipliers. Large swarms of small enemies can still be worth bombing without a valuable target to cash in on, as enemies kills with a large multiplier drop more gems. This isn't worth doing in harder difficulties where gems drop less frequently, but if you are scoring well enough that you have excess resources it's better to spend them for 70k than hold them for a paltry end of stage bonus. &lt;br /&gt;
&lt;br /&gt;
The end stage bonus adds up but is generally not worth chasing - the most substantial aspect is for enemy destruction, which is only substantial if you get a 100% kill rate. You'll likely let some enemies go while setting up your multiplier, so you'll almost never receive the full benefit here. Snowmen are easy enough to work into your route, but there aren't enough of them to really add up. Overall, the part of your score that isn't directly tied to the multiplier system will probably be less than 1,000,000 points.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
A mad scientist has converted Heartful Park into a dangerous base. You are sent to correct this. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
It's super expensive, being one of the most expensive PS1 games.&lt;br /&gt;
&lt;br /&gt;
A test menu can be accessed by entering the following code while Exit is highlighted in the Options menu:&lt;br /&gt;
R1, R2, L1, L2, R1, L2, Circle &lt;br /&gt;
&lt;br /&gt;
The test menu has a level select and allows the player to view intermissions and the bonus illustrations you can earn by shooting down 100% of enemies in each stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Gallery!&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# HG101http://www.hardcoregaming101.net/harmful-park/&lt;br /&gt;
# https://tcrf.net/Harmful_Park&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Gallery!&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# http://www.hardcoregaming101.net/harmful-park/&lt;br /&gt;
#  https://tcrf.net/Harmful_Park&lt;/div&gt;</summary>
		<author><name>PopSpirit</name></author>
		
	</entry>
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