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	<entry>
		<id>https://shmups.wiki/index.php?title=Great_Mahou_Daisakusen&amp;diff=18345</id>
		<title>Great Mahou Daisakusen</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Great_Mahou_Daisakusen&amp;diff=18345"/>
		<updated>2022-12-18T05:05:20Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: changed GameInfobox coloring, hopefully a bit better?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GMD_logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Great Mahou Daisakusen&lt;br /&gt;
|background = #ffeeff&lt;br /&gt;
|bordercolor = #6600cc&lt;br /&gt;
|innerbordercolor = #ff5500&lt;br /&gt;
|image = GMD_title_screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing]]&lt;br /&gt;
|publisher = [[Capcom]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Atsuhiro_Motoyama Atsuhiro Motoyama] &amp;lt;/br&amp;gt; [https://en.wikipedia.org/wiki/Manabu_Namiki Manabu Namiki] &amp;lt;/br&amp;gt; [https://vgmdb.net/artist/729 Kenichi Koyano]&lt;br /&gt;
|officialsite = [https://www.8ing.co.jp/museum/prd/gmaho/ 8ing Museum]&lt;br /&gt;
|program = [https://en.wikipedia.org/wiki/Yuichi_Toyama Yuichi Toyama]&lt;br /&gt;
|art = Kazuyuki Nakashima&lt;br /&gt;
|producer = Tatsuya Minami &amp;lt;/br&amp;gt; Masato Toyoshima&lt;br /&gt;
|planning = Kenichi Yokoo&lt;br /&gt;
|designer = Kenichi Yokoo&lt;br /&gt;
|releasedate = 2000&lt;br /&gt;
|previousgame = [[Battle Bakraid]]&lt;br /&gt;
|nextgame = [[Brave Blade]]&lt;br /&gt;
}}&lt;br /&gt;
'''Great Mahou Daisakusen''', also known as '''Dimahoo''', is a vertical scrolling shooting game developed by [[Raizing]] and published by [[Capcom]] for the CPS2 in the year 2000. It's the last game in the Mahou Daisakusen trilogy, being the sequel to [[Shippu Mahou Daisakusen]]. It features a scoring system based around hidden items, with 108 items to collect from destroyed enemies across the entire game. It never received any home console ports.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Gameplay overview==&lt;br /&gt;
Great Mahou Daisakusen is a 3 button game. There are six stages the player must go through before finishing. It's a single loop game, although a second loop can be enabled in Service Mode if the player so desires.&lt;br /&gt;
===Controls===&lt;br /&gt;
*'''A button''': fires the player's main shot.&lt;br /&gt;
&lt;br /&gt;
*'''A button (hold)''': [[Great_Mahou_Daisakusen#Item_collecting|charged shot.]]&lt;br /&gt;
&lt;br /&gt;
*'''B button''': activates the player's bomb.&lt;br /&gt;
&lt;br /&gt;
*'''C button''': autofire for the player's main shot.&lt;br /&gt;
&lt;br /&gt;
''When both the A and C buttons are held together, the C button's autofire will take priority over the A button''. &lt;br /&gt;
*'''Start button (hold)'''+'''A button''': opens the player's inventory viewer.&lt;br /&gt;
**'''Start button''': scrolls through the pages.&lt;br /&gt;
**'''Start button (hold)''': closes the inventory viewer.&lt;br /&gt;
&lt;br /&gt;
''When opening the inventory viewer, the Start button must be released after pressing the A button, otherwise the commands will conflict and the inventory will be closed immediately afterwards''.&lt;br /&gt;
&lt;br /&gt;
===Player elements===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | Gameplay screenshot&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_hud.png]]&lt;br /&gt;
|}&lt;br /&gt;
#Bomb stock.&lt;br /&gt;
#Magic meter.&lt;br /&gt;
#Bomb gauge.&lt;br /&gt;
#Current polarity.&lt;br /&gt;
#Message box.&lt;br /&gt;
#Item name.&lt;br /&gt;
#Inventory viewer.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_small_coin.png|center]] &amp;lt;center&amp;gt;'''Small coin'''&amp;lt;/center&amp;gt; || Collecting several of them increases the player's shot level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_large_coin.png|center]] &amp;lt;center&amp;gt;'''Large coin'''&amp;lt;/center&amp;gt; || Increases the player's shot level instantly.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_magic.png|center]] &amp;lt;center&amp;gt;'''Magic book'''&amp;lt;/center&amp;gt; || Increases the player's magic level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_small_bomb_crystal.png|center]] &amp;lt;center&amp;gt;'''Small bomb crystal'''&amp;lt;/center&amp;gt; || Fills a small portion of the player's bomb gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_large_bomb_crystal.png|center]] &amp;lt;center&amp;gt;'''Large bomb crystal'''&amp;lt;/center&amp;gt; || Fills a large portion of the player's bomb gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_bomb.png|center]] &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt; || Increases the player's bomb stock.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Default characters===&lt;br /&gt;
'''Solo-Bang the Warrior'''&lt;br /&gt;
&lt;br /&gt;
Speed: slow.&lt;br /&gt;
&lt;br /&gt;
Shot: wide shot.&lt;br /&gt;
&lt;br /&gt;
Subshot: lasers fired directly forward.&lt;br /&gt;
&lt;br /&gt;
Charged shot: Sword attack fired directly forward, has piercing properties and can be manipulated by the player's movement.&lt;br /&gt;
&lt;br /&gt;
Bomb: Magic bomb. It has the unique property of sticking to whatever it hits. While the bomb is active, movement speed is reduced.&lt;br /&gt;
&lt;br /&gt;
'''Karte the Sorceress'''&lt;br /&gt;
&lt;br /&gt;
Speed: medium-fast.&lt;br /&gt;
&lt;br /&gt;
Shot: narrow shot.&lt;br /&gt;
&lt;br /&gt;
Subshot: bullets aimed at enemies.&lt;br /&gt;
&lt;br /&gt;
Charged shot: two knights that home-in on enemies.&lt;br /&gt;
&lt;br /&gt;
Bomb: Giant thunder fired directly forward. While the bomb is active, movement speed is reduced.&lt;br /&gt;
&lt;br /&gt;
'''Miyamoto the Dragon'''&lt;br /&gt;
&lt;br /&gt;
Speed: fastest.&lt;br /&gt;
&lt;br /&gt;
Shot: narrow shot.&lt;br /&gt;
&lt;br /&gt;
Subshot: grenades fired at a 45° angle.&lt;br /&gt;
&lt;br /&gt;
Charged shot: ninjas throwing shurikens. Depending on the player's magic power, there will be either 2 ninjas or 4 ninjas.&lt;br /&gt;
&lt;br /&gt;
Bomb: sword slashes that travel across the screen. Extremely high damage at close range. While the bomb is active, movement speed is reduced.&lt;br /&gt;
&lt;br /&gt;
'''Grimlen The Necromancers'''&lt;br /&gt;
&lt;br /&gt;
Speed: slowest.&lt;br /&gt;
&lt;br /&gt;
Shot: narrow shot with two side shots.&lt;br /&gt;
&lt;br /&gt;
Subshot: skulls fired directly forward. The options' angle can be changed by moving vertically.&lt;br /&gt;
&lt;br /&gt;
Charged shot: giant scythe with piercing properties, travels to the top of the screen and returns like a boomerang.&lt;br /&gt;
&lt;br /&gt;
Bomb: ghosts that travel across the screen. Extremely high damage at close range.&lt;br /&gt;
===Secret characters===&lt;br /&gt;
After a credit has been inserted, the player can unlock 4 secret characters by inputting a code while the title screen is up (Up, Up, Left, Down, Down, Right, A, B, A, B, A, Start). The secret characters play very similar to the default characters, with their own unique quirks.&lt;br /&gt;
&lt;br /&gt;
'''Gain The Battler '''&lt;br /&gt;
&lt;br /&gt;
Speed: fast&lt;br /&gt;
&lt;br /&gt;
Shot: wide shot.&lt;br /&gt;
&lt;br /&gt;
Subshot: axes fired at a 45° angle.&lt;br /&gt;
&lt;br /&gt;
Charged shot: Sword attack fired directly forward, has piercing properties and can be manipulated by the player's movement.&lt;br /&gt;
&lt;br /&gt;
Bomb: Magic bomb. It has the unique property of sticking to whatever it hits. While the bomb is active, movement speed is reduced.&lt;br /&gt;
&lt;br /&gt;
'''Chitta The Magic user'''&lt;br /&gt;
&lt;br /&gt;
Speed: medium-fast.&lt;br /&gt;
&lt;br /&gt;
Shot: narrow shot.&lt;br /&gt;
&lt;br /&gt;
Subshot: thunders fired directly forward.&lt;br /&gt;
&lt;br /&gt;
Charged shot: two genies that home-in on enemies.&lt;br /&gt;
&lt;br /&gt;
Bomb: Magic bomb. It has the unique property of sticking to whatever it hits. While the bomb is active, movement speed is reduced.&lt;br /&gt;
&lt;br /&gt;
'''Birthday The Criminal'''&lt;br /&gt;
&lt;br /&gt;
Speed: slowest.&lt;br /&gt;
&lt;br /&gt;
Shot: narrow shot with two side shots.&lt;br /&gt;
&lt;br /&gt;
Subshot: bullets aimed at enemies.&lt;br /&gt;
&lt;br /&gt;
Charged shot: saw that homes-in on enemies&lt;br /&gt;
&lt;br /&gt;
Bomb: saws that travel across the screen. Extremely high damage at close range.&lt;br /&gt;
&lt;br /&gt;
'''Golden The Prince'''&lt;br /&gt;
&lt;br /&gt;
Speed: very fast.&lt;br /&gt;
&lt;br /&gt;
Shot: narrow shot.&lt;br /&gt;
&lt;br /&gt;
Subshot: hearts fired directly forward. The options' angle can be changed by moving vertically.&lt;br /&gt;
&lt;br /&gt;
Charged shot: Golden clones that fire directly forward. Depending on the player's magic power, there will be either 2 clones or 4 clones.&lt;br /&gt;
&lt;br /&gt;
Bomb: Giant laser fired directly forward. While the bomb is active, movement speed is increased.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
===Item collecting===&lt;br /&gt;
&lt;br /&gt;
Holding the A button starts gradually increasing the player's magic meter, up to level 8 (alternatively, shooting down enemies also increases it). Releasing it triggers the player's charged shot and any enemy destroyed while it's active drops an item. Each item has 8 levels that can appear depending on where the magic meter was, collecting all of them completes a 'set' of said item and adds a score multiplier for every subsequent item collected.&lt;br /&gt;
&lt;br /&gt;
Finishing a set also grants a '''permanent boost''' to the player, giving an incentive to complete some of them even in a survival context. In particular, the '''Shoes''' and '''Sword''' can make a notable difference.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Set !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_sword_lvl8.png|center]] '''Sword''' || Stronger shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_shield_lvl8.png|center]] '''Shield''' || Smaller hitbox.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_axe_lvl8.png|center]] '''Axe''' || Longer charged shot duration.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_armor_lvl8.png|center]] '''Armor''' || Smaller hitbox.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_ring_lvl8.png|center]] '''Ring''' || Stronger bomb.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_helmet_lvl8.png|center]] '''Helmet''' || Smaller hitbox.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_staff_lvl8.png|center]] '''Staff''' || Stronger subshot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_accessory_lvl8.png|center]] '''Accessory''' || Stronger charged shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_food_lvl8.png|center]] '''Food''' || Magic meter charges faster.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_shoes_lvl8.png|center]] '''Shoes''' || Faster speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_treasure_lvl8.png|center]] '''Treasure''' || None.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;The boosts will take effect after the current stage has ended or the player loses a life&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also secret items with hidden requirements needing to be fulfilled to obtain them. They are worth '''100,000 points''', making them essential in score runs. Secret items don't have levels, and while they are treated as their own set they won't increase the multiplier and only add up to the 108 items completion. Collecting all 108 items grants a '''1,000,000 points bonus'''.&lt;br /&gt;
&lt;br /&gt;
===Polarities===&lt;br /&gt;
&lt;br /&gt;
Holding the A button periodically changes the player's polarity as the magic meter is filling up. There are red and blue polarities. Many enemies have a polarity and fire bullets imbued in it. The player's options can destroy bullets of the same polarity, and being hit by them won't result in a death, instead the player's shot and magic drop by one level. A &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''red'''&amp;lt;/span&amp;gt; polarity enemy is highly vulnerable against the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''blue'''&amp;lt;/span&amp;gt; polarity and vice-versa, and always resistant to its own color. Destroyed polarity enemies have a slight influence in scoring:&lt;br /&gt;
&lt;br /&gt;
*Destroyed by its opposite polarity is '''x2''' of its base value.&lt;br /&gt;
&lt;br /&gt;
*Destroyed by its own polarity is '''1/2''' of its base value.&lt;br /&gt;
&lt;br /&gt;
*Destroyed by a bomb is '''1/10''' of its base value. This applies even for non-polarity enemies.&lt;br /&gt;
&lt;br /&gt;
The polarity bonus rules only count if the player has at least a single magic powerup.&lt;br /&gt;
&lt;br /&gt;
===End of stage bonus===&lt;br /&gt;
Once a stage has been finished, the player is rewarded with the following score bonuses:&lt;br /&gt;
&lt;br /&gt;
'''Bomb Bonus''': 10,000 pts for each bomb in stock.&lt;br /&gt;
&lt;br /&gt;
'''Great Bonus''': no idea how this works.&lt;br /&gt;
&lt;br /&gt;
===Surplus powerups===&lt;br /&gt;
Collecting powerup items while at full power awards points. Interestingly, the value of large coin, magic and bomb powerups can be chained. Letting any of the chainable powerups go off-screen will reset them back to their initial score value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_small_coin.png|center]] || '''Small coin''' &amp;lt;br/&amp;gt;'''100'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_large_coin.png|center]] || '''Large coin''' &amp;lt;br/&amp;gt;'''1,000'''. Value increases by 1,000 until capping at '''10,000'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_magic.png|center]] || '''Magic book''' &amp;lt;br/&amp;gt;'''1,000'''. Value increases by 1,000 until capping at '''10,000'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:GMD_bomb.png|center]] || '''Bomb''' &amp;lt;br/&amp;gt;'''2,000''', '''5,000''', '''10,000''', caps at '''50,000'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These are extremely minuscule score gains and the player can safely ignore them in favor of developing a good item completion route. More often than not, coin and magic powerups drop at unreasonable positions where it's too dangerous (if not outright impossible) to try collecting them, while the only place where benefiting from surplus bomb powerup could be possible is stage 5.&lt;br /&gt;
&lt;br /&gt;
==Rank==&lt;br /&gt;
Great Mahou Daisakusen features a basic rank system that increases by collecting items. Rank affects bullet speed and enemy fire rate.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Destructible scenery===&lt;br /&gt;
In stage 1 and 3, using a bomb during specific sections can destroy the scenery and reveal items.&lt;br /&gt;
&lt;br /&gt;
'''Stage 1:''' Level 8 items can be uncovered from each house and the barricade at the end by using bombs on them. This allows the player to obtain high-level rare items such as &lt;br /&gt;
the ring early on.&lt;br /&gt;
&lt;br /&gt;
*'''First house:''' Sword level 8.&lt;br /&gt;
&lt;br /&gt;
*'''Second house:''' Shield level 8.&lt;br /&gt;
&lt;br /&gt;
*'''Third house:''' Axe level 8.&lt;br /&gt;
&lt;br /&gt;
*'''Fourth house:''' Armor level 8.&lt;br /&gt;
&lt;br /&gt;
*'''Fifth house:''' Ring level 8.&lt;br /&gt;
&lt;br /&gt;
*'''Sixth house:''' Helmet level 8. [[File:GMD st3 bomb spot.png|thumb|200px|right|Bomb here for an easy scoring opportunity.]]&lt;br /&gt;
&lt;br /&gt;
*'''Seventh house:''' Staff level 8.&lt;br /&gt;
&lt;br /&gt;
*'''Barricade:''' Accessory level 8 '''(x5)'''.&lt;br /&gt;
&lt;br /&gt;
'''Stage 3''': Before the midboss there is a little hallway with tanks and turrets. This section can be bombed to uncover a few important items, like the Dragonfly secret item and treasure level 8, the rarest out of all the regular items. Furthermore, since there's quite a lot of tanks, it's possible to quickly fill the bomb gauge and regain the lost bomb.&lt;br /&gt;
&lt;br /&gt;
*'''Vents:''' Food level 8 '''(x2)'''.&lt;br /&gt;
&lt;br /&gt;
*'''Stairs:''' Dragonfly.&lt;br /&gt;
&lt;br /&gt;
*'''Metallic door:''' Treasure level 8.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The earth was really hollow.&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;
&lt;br /&gt;
MAME lists four versions of ''Great Mahou Daisakusen'', going by the ROMset names they are: &lt;br /&gt;
&lt;br /&gt;
*'''gmahou:''' The Japanese version.&lt;br /&gt;
&lt;br /&gt;
*'''dimahoou:''' The US version.&lt;br /&gt;
&lt;br /&gt;
*'''dimahoo:''' The European version.&lt;br /&gt;
&lt;br /&gt;
*'''dimahooud:''' A bootleg set. Plays the same as the US version.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
&lt;br /&gt;
Despite all the versions having difficulty set to 4 by default, '''dimahoo''' features a slightly reduced difficulty with slower bullets, enemies having lower HP and some of them being less aggressive (notably the ones that try to crash into the player).&lt;br /&gt;
&lt;br /&gt;
===Localization===&lt;br /&gt;
&lt;br /&gt;
As usual, the text in the international versions has been translated to the English language. Now the player can know how many '''CHAMPION BEEFS''' have been obtained in each stage.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*There is a bug with the magic meter. Using a level 6 charge just as the magic meter is about to be level 7 will make enemies drop level 7 items, but with the duration of a level 6 charge shot.&lt;br /&gt;
*Another bug involving the charge shot is holding the A to use it and then releasing it right before it activates. When done with the right timing, enemies will drop items for a brief moment but with no charge shot activation. This is very tricky to do, and it's more noticeable with [[Help:Glossary#Popcorn|zako]] enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GMD_logo.png|Japanese version logo&lt;br /&gt;
Dimahoo_logo.png|International version logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Great_Mahou_Daisakusen/Video_Index|Video Index page]]&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;br /&gt;
&lt;br /&gt;
[[Category:Mahou Daisakusen series]]&lt;br /&gt;
[[Category:Color-matching mechanic]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=18303</id>
		<title>DoDonPachi DaiFukkatsu Ver1.51</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.51&amp;diff=18303"/>
		<updated>2022-12-11T06:51:41Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Changes from DaiFukkatsu 1.5 */ added 1.51 Hibachi requirement, mild cleanup of this section as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  DoDonPachi DaiFukkatsu Ver1.51  ==&lt;br /&gt;
[[File:20200714171919 1.png|center]]&lt;br /&gt;
[[File:20200714171919 2.png|100px|left]]&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Ver 1.51 is a special revision of [[DoDonPachi DaiFukkatsu Ver1.5]] made for the 2010 Cave Matsuri. It was never released for arcades but became accessible to the public after its release as DLC for the X360 port and came bundled with the PC port. Despite what the name implies, it is not meant to be an updated version of DaiFukkatsu 1.5 but more of an arrange mode version of the game. This version plays very similarly to DaiFukkatsu 1.5 with some changes such as the removal of the second loop with the player always facing Golden Disaster after the fifth stage and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the ship's standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's laser weapon&lt;br /&gt;
* '''B:''' Activates the hyper counter if it is fully charged. If a hyper isn't charged, a bomb will activate (Bomb and Strong Style) or switch between Normal and Boost modes (Power Style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
&lt;br /&gt;
=== Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways, although, '''auto-bombing has an increased cost of 2 bombs.'''&lt;br /&gt;
&lt;br /&gt;
=== Changes from DaiFukkatsu 1.5 ===&lt;br /&gt;
----&lt;br /&gt;
* The amount of buttons the game uses has been decreased from 4 to 3. Hypers are now activated by pressing the bomb button.&lt;br /&gt;
* The second loop has been removed.&lt;br /&gt;
* The player will always face Golden Disaster after Stage 5. Hibachi can be faced as well if the player reaches hyper rank 6.&lt;br /&gt;
* Game is locked into Ura route (DDP bosses and 9 bees each stage) even if the player fails any of the Ura route requirements.&lt;br /&gt;
* Green Bees give bombs and Gold Bees give hyper charge (flashing gives both).&lt;br /&gt;
* Bees only give 100pts no matter which color they are when collected.&lt;br /&gt;
* Maximum Bonus multiplier limit has been increased due to the higher amount of bombs the player can receive while playing.&lt;br /&gt;
* Pentagon medals no longer give points, but instead give hyper charge.&lt;br /&gt;
* Hyper Rank:&lt;br /&gt;
** Hyper rank now scales up to 9&lt;br /&gt;
** Increasing your hyper rank to 7 changes enemy behavior to Omote loop during Hyper&lt;br /&gt;
** Maxing out hyper rank increases overall game difficulty to Ura loop&lt;br /&gt;
** Hyper rank resets after stage completion&lt;br /&gt;
** There is a second, hidden hyper rank that acts similar to hyper rank from ver1.5. This second hyper rank controls the bullet speed when a hyper is active. Its value ranges from 0 to 5. At the start of a new stage, this rank decreases by 2. However, if a hyper is active when starting a new stage, hyper rank from the previous stage instead carries over and then decreases by 2 when the hyper ends. This hyper rank decreases by 1 if you die, and it is not affected by bombing.&lt;br /&gt;
* Strong Style auto-bomb costs two bombs instead of one. Bomb Style auto-bomb still only costs one bomb.&lt;br /&gt;
* Bombs no longer break chains.&lt;br /&gt;
* Bombs now give score equivalent to the GP meter. Score is multiplied for every laser being countered.&lt;br /&gt;
* Bombs temporarily increase the maximum GP value above +99,999,999 during its activation time (this can visibly be seen on the X360 port).&lt;br /&gt;
* Lasering increases hit count every 5 frames normally and every 2 frames during hyper (significantly faster than 1.5, which increases every 37 frames normally and every 7 frames during hyper).&lt;br /&gt;
* Lasering increases GP value every frame instead of when the hit count increases.&lt;br /&gt;
* The amount of bullets required to spawn a Jikuukou enemy (DANGER laser enemy) has been significantly lowered.&lt;br /&gt;
* Jikuukou enemies now release a lot more revenge bullets from their laser depending on rank (blue bullets = low/medium rank, pink bullets = high rank) [not 100% sure if rank is true factor here, just going off personal experience].&lt;br /&gt;
* Jikuukou lasers turn into large star medals when a hyper is deactivated (whether it’s charge is depleted or cancelled with a bomb).&lt;br /&gt;
* Bomb items now completely refill bomb stock.&lt;br /&gt;
* An empty combo gauge no longer breaks hit chain if the hyper gauge is full. Hit chain will still break upon death.&lt;br /&gt;
* The full hyper gauge multiplier has been completely removed.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring is where this mode truly differs from 1.5. While it uses 1.5 as a foundation for its scoring system, 1.51 is drastically different when playing for score. This mainly comes from the fact that bombing not only keeps your chain going, but also gives you points based on your current GP value (the number that has a plus sign before it) as long as it is damaging an enemy. This is also '''multiplied''' when the bomb is countering lasers. Laser enemies tend to be weak, so players usually save their bombs for bosses as they also have more health and shoot a numerous amount of lasers. Bomb pickups also completely refill your bomb stock, so try and delay picking it up to be able to bomb the boss even more times.&lt;br /&gt;
&lt;br /&gt;
Also returning from 1.5, is the maximum bonus. The maximum bonus continuously gives you points as long as you have it (outside of boss battles). In 1.51, due to the increase in the amount of bombs the player can pick up, the limit for the maximum bonus' mutliplier has been increased to x50.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:NElectron256|NElectron256]] &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=15935</id>
		<title>DoDonPachi DaiFukkatsu Black Label Arrange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=15935"/>
		<updated>2022-05-28T03:17:42Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Game Mechanics */ corrected hyper i-frame values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #b81000&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label Arrange&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = BLA_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = '''Xbox 360:''' AMI&amp;lt;/br&amp;gt; '''Steam:''' Degica&lt;br /&gt;
|&lt;br /&gt;
|director = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|music = Jake &amp;quot;virt&amp;quot; Kaufman&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360:''' Feb 3, 2011&amp;lt;ref&amp;gt;[https://www.cave.co.jp/gameonline/Xbox360/daifukkatu/black/ Cave announcement page]&amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; '''Steam:''' Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' &amp;lt;small&amp;gt;(short DDP DFK BL Arrange; often nicknamed '''Ketsuipachi''')&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu Black Label|DoDonpachi DaiFukkatsu Black Label]] that borrows from [[Ketsui: Kizuna Jigoku Tachi|Ketsui]] the chip system and the Tiger Schwert ship.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' is a four-button game with five levels and an extra last boss stage in the end. Completing these levels under certain conditions will trigger a fight with the [[True Last Boss]], HIVAC. The scoring system involves destroying enemies up close with the wide shot to start a chip chain, and then by destroying enemies with the laser to collect chips and increase the hit combo.&lt;br /&gt;
&lt;br /&gt;
[[File:BLA screencap.png|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
# Red gauge: rank meter which can be increase &amp;amp; decreased through various actions.&lt;br /&gt;
# Maximum hit chain&lt;br /&gt;
# GP Value&lt;br /&gt;
# Hyper/bomb charge: when this meter fills, the player will receive a hyper/bomb; or, will get put into Maximum mode if their stock is full.&lt;br /&gt;
# Life stock&lt;br /&gt;
# Chain timer&lt;br /&gt;
# Hit counter&lt;br /&gt;
# Bomb/hyper stock&lt;br /&gt;
# Chip cache; each slot tells how many of each chip size you have picked up on a stage.&lt;br /&gt;
# Remaining hyper duration&lt;br /&gt;
# &amp;quot;Status&amp;quot;; when this circle is red you cannot bomb/hyper - you must wait until it turns green to do so. It can also turn red when you have exhausted your bomb/hyper stock.&lt;br /&gt;
# Countdown chip timer: the number of frames remaining wherein all enemies killed with Shot will drop a specific chip size regardless of proximity.&lt;br /&gt;
# Countdown chip size: the size of chips that can be dropped in the current span of chip time; can be increased during said span. Resets to and stays at a 1-chip (unless a new chain begins) when the timer hits 0, on death, or using a bomb.&lt;br /&gt;
# Countdown chip timer&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard wide shot weapon.&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon, with your options locking to targets in front of you. Note that your laser comes out far later than other DFK modes.&lt;br /&gt;
* '''B:''' Uses a bomb. If you are locked on, the bomb's explosions will target that enemy and focus the damage.&lt;br /&gt;
* '''C:''' Auto-fire for the standard wide shot.&lt;br /&gt;
* '''D:''' Activate a hyper.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding shot+auto increases your damage output.&lt;br /&gt;
&lt;br /&gt;
=== Ship and Resources ===&lt;br /&gt;
----&lt;br /&gt;
There is only one ship available to the player, the Tiger Schwert. This ship has 6 options, and its firepower is similar to bomb style from the standard Black Label mode. However, this firepower achieved differently. The laser deals less damage than in bomb style, but your options dealing a total of twice as much damage as your laser when all 6 are locked on.&lt;br /&gt;
&lt;br /&gt;
Bombs and hypers are a shared resource. Filling up the hyper gauge adds an additional bomb, if there is a spare bomb slot available.&lt;br /&gt;
&lt;br /&gt;
Like Black Label’s strong style, your laser can push back large enemy lasers. There are, however, some important differences in Black Label Arrange. The number of bomb slots cannot be increased from the starting 3. Using a bomb will not temporarily max out the RED gauge. Autobombs cannot be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''RED Gauge System'''&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label Arrange has a dynamic rank system, with the current rank denoted by the RED gauge. There are jumps in difficulty that occur when the RED gauge reaches 33%, 66%, and 100% full, for a total of 4 distinct difficulty levels. Shot+auto does slightly more damage with a full RED gauge. RED gauge also influences the chip system, hyper system, and hit combo system (detailed further below).&lt;br /&gt;
&lt;br /&gt;
Actions that increase RED gauge:&lt;br /&gt;
* Collecting 10 and 5-chips (sharply increased with 10-chips).&lt;br /&gt;
* Holding shot+auto.&lt;br /&gt;
* Collecting a bee medal (flashing bees give twice as much RED gauge increase).&lt;br /&gt;
* All options locking on to a single point (sharp increase, depending on ship's proximity to lock-on point and whether a hyper is active; this is most relevant during midboss and boss fights).&lt;br /&gt;
&lt;br /&gt;
Actions that decrease RED gauge:&lt;br /&gt;
* Collecting chips of size 3 or lower.&lt;br /&gt;
* Only pressing shot, only pressing auto, or not shooting at all.&lt;br /&gt;
* Dying or using a bomb (sets RED gauge to 0).&lt;br /&gt;
* Collecting small or large stars (sharply decreased with large stars).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chip System'''&lt;br /&gt;
&lt;br /&gt;
Chip chaining works very similarly to [[Ketsui: Kizuna Jigoku Tachi|Ketsui]]. When an enemy is destroyed with wide shot, chips are created. Chips can have a value of 1, 2, 3, 4, 5, and 10. The value of the chips created depends primarily on your vertical distance from the enemy, as well as current RED gauge and whether a hyper is active. Higher than 66% RED gauge increases minimum distance needed for a given value chip, while an active hyper lowers the minimum distance. Destroying an enemy with wide shot also starts a chip timer, starting at 55, that decreases as time progresses. Destroying enemies with laser will generate chips based on the chip value attached to that timer, regardless of distance to the enemy ship. This timer increases whenever an enemy is destroyed. Using wide shot increases the timer greatly, but less chips are generated. Using laser generates more chips, but the timer increases less. If too much time passes without shooting, the chip chain timer will decrease rapidly. Chips add to the hit combo, get point value, and a small amount to your hyper gauge and score. Note, chip chains can be started with laser, but they have a value of 1 and a very short timer.&lt;br /&gt;
&lt;br /&gt;
If you destroy the source of a laser with your wide shot, the enemy's laser will be cancelled into chips based on the current chip chain. If that enemy is instead destroyed with laser, the enemy's laser will instead be cancelled into stars (small stars for small laser, large stars for large laser).&lt;br /&gt;
&lt;br /&gt;
Chip chains can be started by using wide shot when destroying boss phases as well. The remaining bullets onscreen between phases will converted into chips. This is can be useful for increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hyper System'''&lt;br /&gt;
&lt;br /&gt;
Hyper gauge is increased by damaging enemies (especially with laser aura), collecting flashing bees, and collecting chips. The amount of hyper gained from damaging enemies is increased with a high RED gauge (&amp;gt;8000 hits provides the maximum amount). Outside of boss and midboss fights, the amount of hyper gauge gained from chips is not influenced by the chip value. During boss and midboss fights, 10-chips give triple the usual amount of hyper gauge, 5-chips give double the usual amount of hyper gauge, and 4-chips and give the usual amount of hyper gauge. While a hyper is active, the only way to increase hyper gauge is by damaging enemies with your laser aura or by collecting flashing bees.&lt;br /&gt;
&lt;br /&gt;
When activating a hyper, all bullets onscreen are canceled and your hit combo is increased by the bullet count. If a chip chain is active, all bullets onscreen are cancelled into chips. If there is no chip chain active, bullets are cancelled into stars instead. Large stars are created when the RED gauge is 66% or greater (when the RED gauge is &amp;quot;red&amp;quot;), and small stars are created when the RED gauge is less than 66% (when the RED gauge is &amp;quot;blue&amp;quot;). Additionally, when a hyper expires naturally, bullets are cancelled into stars based on the same RED gauge rules above. Cancelling a hyper results in the removal of all bullets onscreen, but no chips or stars are generated.&lt;br /&gt;
&lt;br /&gt;
While a hyper is active, your ship outputs more damage. However, if enemy bullets contact your shot, your shot damage will be reduced. This has some notable effects. When there are bullets onscreen and a hyper is active, wide shot is your most damaging attack, especially at mid-range and far away. Laser+hyper will often be weaker than standard laser, unless you are close enough to an enemy for laser aura damage to contribute. When close up, hyper+laser has slightly less damage output than hyper+wide shot. Additionally, when using laser, only the lock-on options contribute to erasing bullets. As a result, without a lock-on, your ship can be quite vulnerable to stray bullets. A higher RED gauge makes bullets more difficult to erase. However, RED gauge's effect on erasing bullets becomes insignificant as hyper rank increases, detailed below.&lt;br /&gt;
&lt;br /&gt;
There is a hyper rank system as well. Using a hyper increases hyper rank by 1, and hyper rank can reach a maximum of 5. Dying decreases hyper rank by 1. Hyper rank is reset to 0 at the start of each stage. While in a hyper, hyper rank slightly increases bullet speed and the amount of slowdown that occurs. Unique to this mode, higher hyper rank results in more effective erasing of bullets. Activating a hyper, cancelling a hyper, or letting a hyper wear off grants a short period of invincibility. For hyper activation, the duration of invincibility you are granted is dependent on your hyper rank: the higher your hyper rank, the shorter your period of invincibility (from 60 frames at rank 0, decreasing to 35 frames at rank 5). Cancelling a hyper or letting a hyper expire grants 120 invincibility frames, unaffected by hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
 item                    GP gain            score increase&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
 1-chip                  1            1 * hit combo +  101&lt;br /&gt;
 2-chip                  2            2 * hit combo +  204&lt;br /&gt;
 3-chip                  4            3 * hit combo +  409&lt;br /&gt;
 4-chip                  8            4 * hit combo +  816&lt;br /&gt;
 5-chip                 16            5 * hit combo + 1625&lt;br /&gt;
 10-chip                64           10 * hit combo + 6400&lt;br /&gt;
 large airborne star    10                              GP&lt;br /&gt;
 small airborne star     5                         GP / 10&lt;br /&gt;
 large ground star       0                 200 * hit combo&lt;br /&gt;
 small ground star       0                 500 * hit combo&lt;br /&gt;
&lt;br /&gt;
'''Chips'''&lt;br /&gt;
&lt;br /&gt;
Come in sizes of 1, 2, 3, 4, 5, and 10. Chips add to your hit combo based on their number value, increase your hyper gauge (if your RED gauge is high), increase or decrease the RED gauge, and give a minor increase to GP and score.&lt;br /&gt;
&lt;br /&gt;
'''Airborne Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars are important for scoring. Large stars give score equivalent to your current GP, and increases your GP value by 10. Small stars give score equivalent to your current GP/10, and increases your GP value by 5.&lt;br /&gt;
&lt;br /&gt;
'''Ground Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars give score equivalent to 500 * hit combo, and small stars give score equivalent to 200 * hit combo.&lt;br /&gt;
&lt;br /&gt;
'''Bee Medals'''&lt;br /&gt;
&lt;br /&gt;
All stages contain 7 hidden bee items, with 2 extra in the Ura route. Bee medals are revealed by hitting their location with the tip of your laser. Bees periodically flash white. Revealed bees start out flashed white, but turn yellow quickly. Collecting a bee when it is flashing white will cancel all bullets onscreen into large stars and increase your hyper gauge by an amount dependent on your current RED gauge. Higher RED gauge yields more hyper gauge increase. Collecting a yellow bee turns all bullets onscreen into small stars.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the Maximum mode. Being in the Maximum mode gives a continuous (but negligible) score bonus.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life and turns all bullets onscreen into small stars. Found by destroying the big generator tower in stage 3 after the midboss. You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
There is no second loop, but there are Ura midbosses. Stage 1 Ura route requirements:&lt;br /&gt;
# no-miss&lt;br /&gt;
# destroy 3 silos; the first one must be destroyed while the RED gauge is high&lt;br /&gt;
# collect 300 10-chips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Golden Disaster requirements:&lt;br /&gt;
# 1 credit&lt;br /&gt;
# at least one of the following:&lt;br /&gt;
#* maximum of 2 bombs used &lt;br /&gt;
#* destroy 3 bosses with a full RED gauge&lt;br /&gt;
#* lose no more than 1 life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TLB requirements:&lt;br /&gt;
# meet the extra stage requirements&lt;br /&gt;
# collect all 45 bees (therefore, Ura midboss route is required)&lt;br /&gt;
# do not use a continue during the Golden Disaster fight&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Hit Combo System'''&lt;br /&gt;
&lt;br /&gt;
Despite the addition of [[Ketsui: Kizuna Jigoku Tachi|Ketsui's]] chip system, the base of the scoring in this game is the hit combo system of [[DoDonpachi DaiFukkatsu]] (refer to that page for a more detailed description). There are, however, some notable differences. The only way to drop a chain is to use a bomb (and even then, the chain can be saved if a hyper is used immediately following the bomb). The multiplier gets applied at different hit values:&lt;br /&gt;
       0 - 999 hits:      1x&lt;br /&gt;
    1000 - 1999 hits:     2x&lt;br /&gt;
    2000 - 3999 hits:     3x&lt;br /&gt;
    4000 - 5999 hits:     4x&lt;br /&gt;
    6000 - 7999 hits:     5x&lt;br /&gt;
    8000 - 99,999 hits:   6x&lt;br /&gt;
 100,000 - 199,999 hits:  7x&lt;br /&gt;
 200,000 - 299,999 hits:  8x&lt;br /&gt;
           300,000+ hits: 9x&lt;br /&gt;
When the RED gauge is greater than 66% full, this multiplier is applied and your hit combo increases more rapidly. This multiplier is also applied when a hyper is active.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Main Game ===&lt;br /&gt;
&lt;br /&gt;
Bombs are generally seldom used. Hyper+wide shot does more damage and doesn't risk dropping your hit combo. Reaching 8000 hits is an important milestone for stage, to fully take advantage of hyper gauge gained from damaging enemies. Keeping a high RED gauge is useful for quickly gaining hyper gauge (especially from chips), which provides improves survivability and usually outweighs the higher difficulty incurred by the high RED gauge. A hyper can be cancelled shortly after activation, which means any chips that were generated from cancelled bullets will count towards increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring for any given stage will follow the same general pattern. Hypers are used at the start of the stage to cancel bullets into high value chips, to reach at least 8,000 hits for the x6 GP multiplier. On stages 4 and 5, it's possible to reach 100k and 200k hit combo threshold with good routing. Keep the RED gauge greater than 66% or have an active hyper throughout the majority of the stage to keep the multiplier active and build up your GP. After you reach the threshold for the multiplier, hypers are used to cancel bullets into large stars. Since large stars drastically lower the RED gauge, you risk losing the multiplier when the hyper wears off. Therefore, going for gold stars late in the stage is less risky and will still yield good score.&lt;br /&gt;
&lt;br /&gt;
Midbosses give a substantial amount of GP, so it's important to finish them off with an active multiplier. Some midbosses are followed by popcorn enemies, so a bomb followed immediately by a hyper (to avoid dropping the chain) can be used to finish the midboss early. A boss will drop large gold stars when finished off with maximum RED gauge, which can be a substantial portion of your stage score.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the score potential from the extra stage far outweighs the score possible from the main game.&lt;br /&gt;
&lt;br /&gt;
=== Extra Stage ===&lt;br /&gt;
&lt;br /&gt;
It's important to note, when fighting Golden Disaster and HIVAC's final pattern, hypers become less effective at canceling bullets with higher hyper rank. Additionally, for the HIVAC fight, there is only one jump in difficulty, and this occurs when the RED gauge is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring the extra stage consists of building up GP until HIVAC's final phase, then milking the last phase for large stars. Golden Disaster has a base GP of 6 million, and each phase of HIVAC has a base GP of 100 million.&lt;br /&gt;
&lt;br /&gt;
Since Golden Disaster contributes a relatively small amount to GP, it is more important to focus on increasing your hit combo to 8000 before HIVAC's 2nd phase. A very consistent way to do so is to intentionally die at the start Golden Disaster's laser maze attack, and then use the short invincibility period to kill it point-blank and collect 10-chips from the cancelled lasers. If you wish to apply the hit combo multiplier to the Golden Disaster, it is possible to do so alongside the 10-chip laser cancel if the kill is properly timed for when Golden Disaster is &amp;quot;low&amp;quot; in its hover cycle. Be warned, this cancel is very inconsistent with a hyper active and puts the x6 multiplier on finishing off HIVAC's first phase at risk.&lt;br /&gt;
&lt;br /&gt;
For the HIVAC fight, focus on finishing off the first and second phases with an active hit combo multiplier. For the third phase, milk large stars by letting hypers expire with a 66% or greater RED gauge. If properly set up, each large star gives ~1.2 billion points.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
This game is a training simulation, based on the events of [[DoDonPachi DaiFukkatsu]], for the pilots in [[Ketsui: Kizuna Jigoku Tachi|Ketsui]].&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Two promotional videos were released for the Xbox 360 disc release of Black Label, linked below in the video references section. Footage of Black Label Arrange appears in both. The first video shows gameplay with many differences from the release version of Black Label Arrange:&lt;br /&gt;
* Extends occur at 5 billion and 50 billion points.&lt;br /&gt;
* The Tiger Schwert uses the green laser from Black Label's Type B ship. Shots from the lock-on options are still yellow like final release.&lt;br /&gt;
* Shots from the lock-on options do not turn orange at maximum RED gauge.&lt;br /&gt;
* The chip timer decreases far faster (by 1 per frame, instead of 1 per 3 frames).&lt;br /&gt;
* It is more difficult to increase the chip timer once a chip chain is started.&lt;br /&gt;
* Hidden bees can be green, and behave the same as their Black Label counterparts.&lt;br /&gt;
* The Tiger Schwert's laser does not repel large enemy lasers.&lt;br /&gt;
* There is far less slowdown.&lt;br /&gt;
* When a hyper is active, the Tiger Schwert's shot turns a bright pink color, similar to Arrange A's boosted hyper.&lt;br /&gt;
The second video shows gameplay that is identical to the final release.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* The Steam version allows for HIVAC practice, while the Xbox 360 version does not.&lt;br /&gt;
* The Xbox 360 version has a glitch which allows for the player's ship to deal increased damage when the options are locked on to a single point.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The GP value in training mode is capped at 100 million.&lt;br /&gt;
* It is possible to lock on to HIVAC's counter-bombs.&lt;br /&gt;
* On the Steam port, in training mode, if you attempt to start at the stage 1 boss fight after having selected route B, the game will crash.&lt;br /&gt;
* It is not possible to start a chip chain off some of the small tank enemies in stage 3. This is most apparent with the small tanks immediately following the midboss.&lt;br /&gt;
* For the laser wheels in stage 5:&lt;br /&gt;
** The density of the laser wheels increases with max hit combo. From 15,000 hits, density increases every 3,000 hits and peak density is reached at 33,000 hits.&lt;br /&gt;
** The laser wheels can be damaged by the ship's laser aura. Though it is possible to destroy them, it's not practical. Even with an active hyper and close up, they have so much hp that it still takes more than 5 seconds to destroy them.&lt;br /&gt;
** If both a hyper and chip combo is active, the wheels will continuously spawn chips while they are being damaged by your ship's laser aura.&lt;br /&gt;
* When the RED gauge is greater than 66%, the Tiger Schwert has an extended laser aura.&lt;br /&gt;
[[File:BLA lower aura.png|center|thumb|240px|Extended area of aura damage.]]&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[DoDonPachi DaiFukkatsu Black Label/Video Index#Black Label Arrange|Video index for Black Label Arrange]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ua5DX65-TA Sample survival play of the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bNUaUeobutk Sample scoring setup for the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FPUEmCGR8fw PV1 footage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ht0CdMTr5KA PV2 footage]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# [[User:Raadgiver|Raadgiver]]: initial author, original research; additional info gained from:&lt;br /&gt;
## [[User:trap15|trap15]]: suggested that RED gauge affected the type of chip created when starting a chain&lt;br /&gt;
## NoutA RiN: provided hit combo multiplier table&lt;br /&gt;
## [[User:SpinoSTG|SpinoSTG]]: provided info about standard Black Label, used for highlighting contrasts between it and Black Label Arrange; HIVAC bomb trivia&lt;br /&gt;
# [[User:SMayfield|SMayfield]]: provided UI screencap and explanation; provided cheat engine tables, useful for confirming what the RED gauge influences&lt;br /&gt;
# [[User:Softdrink|Softdrink]]: provided scan of the instruction manual, which gave information about RED gauge affecting bullet erasing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Jamestown&amp;diff=15837</id>
		<title>Jamestown</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Jamestown&amp;diff=15837"/>
		<updated>2022-05-16T02:28:14Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Scoring */ image formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:JamestownPlusLogo.png|600px|center|logo of Jamestown+]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #804040&lt;br /&gt;
|innerbordercolor = #804040&lt;br /&gt;
|title = Jamestown/Jamestown+&lt;br /&gt;
|background = #B6906B&lt;br /&gt;
|image = JamestownGiantBombCover.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = JT+ vertical cover&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Final Form Games&lt;br /&gt;
|&lt;br /&gt;
|program = Timothy Ambrogi (engine)&amp;lt;br/&amp;gt;Hallie Larsson (gameplay)&lt;br /&gt;
|&lt;br /&gt;
|music = Francisco &amp;quot;Foco&amp;quot; Cerda&lt;br /&gt;
|&lt;br /&gt;
|art = Michael Ambrogi&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Steam''': 08 Jun 2011&amp;lt;br/&amp;gt;'''PS4 (JT+)''': 17 Mar 2015&amp;lt;br/&amp;gt;'''Steam (JT+)''': 12 Dec 2019&amp;lt;br/&amp;gt;'''NS (JT+)''': 12 Dec 2019&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jamestown ==&lt;br /&gt;
'''Jamestown''' is a vertically scrolling shoot'em up designed around being played by up to 4 players in co-op. Its original version was released in 2011 on Steam but Jamestown+, the definitive version with additional content, was later released for the Playstation 4 in 2015. In 2019 Jamestown+ was released for the Nintendo Switch and as a new article on Steam.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Players and the controls they desire are set before every run. Up to 4 players can participate at once.&lt;br /&gt;
* '''Fire:''' Fires your primary vulcan cannon.&lt;br /&gt;
* '''Special:''' Activate your ship's special weapon.&lt;br /&gt;
* '''Vaunt:''' Activates vaunt mode (when charged).&lt;br /&gt;
* '''Pause:''' Pauses the game.&lt;br /&gt;
On PC, a player is registered by holding any button with their input device of choice. These devices may be:&lt;br /&gt;
* '''Keyboard:''' Requires binding directional keys, fire, special and vaunt. The Escape button is used to pause the game.&lt;br /&gt;
* '''Controller:''' Requires binding fire, special, vaunt and pause. Analog controls are supported.&lt;br /&gt;
* '''Mouse:''' Requires no binding. Left button is shot, right button is special, mouse wheel press is vaunt. Movement occurs by pointing on the screen. The ship will move towards that point on the screen at its regular speed.&lt;br /&gt;
&lt;br /&gt;
=== Ship ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Jamestown/Ships]]&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
* '''Vulcan Cannon:''' The main shot/attack of each ship.&lt;br /&gt;
* '''Special:''' Each ship has a unique Special mechanic and may either affect/replace the ship's primary attack or be a completely separate attack which can be used in addition.&lt;br /&gt;
* '''Vaunt:''' The Vaunt is a survival and scoring mechanic that is charged by golden items. Upon activating the Vaunt, the player can absorb bullets (except for green rings in Judgement) and is immune to enemy collision for 2.5 seconds. The Vaunt will deactivate if the Vaunt gauge depletes. However, it can also be manually cancelled which will make the player invincible again (including green rings this time) for 1.25 seconds but also half the points acquired from the Vaunt. If the Vaunt was manually cancelled, items will not charge it for 3.5 seconds. If the player dies, the Vaunt gauge is empty again.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
* '''Gold items:''' These items increase the player's or the party's score and charge the Vaunt gauge of the player that picks them up. If the player's Vaunt is active, it will only be charged by half the amount.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description !! Base score value !! Vaunt charge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:JamestownSmallCog.png|30px]] || '''Small cogs'''. || 10 || 2.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:JamestownMediumCog.png|30px]] || '''Medium cogs'''. || 100 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:JamestownLargeCog.png|30px]] || '''Large cogs'''. || 1000 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:JamestownBonusCog.png|30px]] || '''Bonus cogs''' are the same size as medium cogs but more valuable and more lightly colored. || 200 || 16.7%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:JamestownBonusGear.png|30px]] || '''Gears''' are the most valuable gold items dropped by enemies. || 2000 || 50.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:JamestownGroundedGear.png|30px]] || '''Grounded gears''' look like regular gears but there's only six of them available, all grounded on fixed spots in the lost temple of Croatoa. || 10000 || 201.1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Revive items:''' These are exclusive to co-op mode and allow the party to recover dead members immediately upon picking them up. On Normal and Difficult, a revive item revives the entire party. On Legendary, Divine and Judgement, a revive item revives only one member. They're dropped by a variety of stronger enemy types and bosses during their fights.&lt;br /&gt;
[[File:JamestownReviveItem.png|30px]]&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
==== Means of scoring ====&lt;br /&gt;
* '''Vaunting:''' Using the Vaunt mechanic contributes to scoring in multiple ways: [[File:JtVauntDepletionBonus.png|thumb|right|upright=2|Vaunt depletion bonus graph for Solo gameplay]]&lt;br /&gt;
** The score multiplier in the bottom left is applied to all score acquired during the stage. Its value is determined by the amount of players currently in the Vaunt state. (0 players: x1, 1 player: x2, 2 players: x4, 3 players: 8x, 4 players: x16). The Stage and Gauntlet end bonus is not affected by it.&lt;br /&gt;
** Once the Vaunt gauge depletes, score will be added based on the duration of that vaunt. The formula for this is (timeInSeconds * 600) ^ exponent. The exponent depends on the difficulty (Normal: 1.00, Difficult: 1.05, Legendary: 1.10, Divine: 1.15, Judgement: 1.20). If the Vaunt is depleted rather than being manually cancelled, the bonus is doubled. It's also further doubled for every other player that is still in Vaunt at the time in co-op gameplay. If the player dies during a Vaunt, no points are awarded.&lt;br /&gt;
** Upon activating or manually cancelling a Vaunt, a shield appears around the player which can cancel bullets (except green ring bullets). Bullets cancelled that way are worth a base amount of 100pts each.&lt;br /&gt;
* '''Special Kills:''' Many enemy types are worth more points and drop more gold items if a Special requirement is fulfilled as they're killed. In the original Jamestown, the word '''SPECIAL''' would explicitly indicate that the requirement was fulfilled. However, due to a bug this indication does not happen in Jamestown+. A page with a list of enemies, their Special requirements and values will be created in the future.&lt;br /&gt;
* '''Enemy Cancels:''' Destroying certain large enemies or beating a boss's phase cancels all bullets on the screen for a base amount of 25pts each.&lt;br /&gt;
* '''Stage Boss Bonus:''' Awarded at the end of each stage. This bonus always increases the score by 100,000 points.&lt;br /&gt;
* '''Stage Credit Bonus:''' Awarded at the end of each stage. This bonus depends on the amount of continues used during the stage.&lt;br /&gt;
* '''Gauntlet survival bonus:''' Awarded at the end of Gauntlet mode. This bonus increases the score by an additional fraction of itself. The percentage depends on the amount of continues used during the entire run. (0 continues: 20%, 1 continue: 10%, 2 continues: 5%, 3 continues: 2%)&lt;br /&gt;
&lt;br /&gt;
==== Summary ====&lt;br /&gt;
The goal is to activate a Vaunt and maintain it for as long as possible before letting it deplete in order to raise the Vaunt bonus score acquired and double any score acquired through other means. It order to achieve this, it's often times necessary to destroy enemies while also fulfilling their Special requirements to make them drop more items as the regular drops may not suffice to keep the gauge from depleting prematurely. There are a couple boss milks as well which either revolve around cancelling as many bullets as possible with multiple Vaunts or activating and depleting multiple Vaunts without extending them with the help of the additional gears dropped by some bosses. Scores do not reset upon a continue but clearing without continues results in greater bonuses after each stage and at the end of a Gauntlet run.&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;
The story takes place in an alternate history setting in the 17th century where the British and Spanish have colonized Mars. It features multiple historical figures as playable characters: Walter Raleigh (Beam), John Smith (Gunner), Virginia Dare (Charge) and Joachim Gaunz (Bomber). Additional historical figures are featured in the Treason collection. However, they do not play any role in the plot.&lt;br /&gt;
&lt;br /&gt;
=== Chapter I: War upon the East Frontier ===&lt;br /&gt;
After escaping execution by his British king in 1619, Walter Raleigh hopes to clear his name by solving the tragic mystery of the Lost Colony of Roanoke and travels to the British colony of Jamestown on Mars. However, a settlement in the East Frontier is attacked by Martians allied with the Spanish forces.&lt;br /&gt;
After the tides of the battle have been turned, John Smith finally arrives at the front of the battle. Over a feast, Smith gives Raleigh directions to &amp;quot;The Dark Sector&amp;quot; which may hold the answers he seeks.&lt;br /&gt;
&lt;br /&gt;
=== Chapter II: Journey through the Dark Sector ===&lt;br /&gt;
Raleigh forces his way through the Spanish Border Guard and finds Roanoke, ruined beyond recognition, as barely anything but a swamp filled with murderous creatures remains. Nevertheless, his search was not in vain as he encounters Virginia Dare, the first child to be born in the colonies. Raleigh intends to bring her back to England, hoping to be pardoned by the king. However, she refuses since her father Joachim Gaunz is still held in prison by the Conquistador, leader of the Spanish armada.&lt;br /&gt;
&lt;br /&gt;
=== Chapter III: Prisoner of the Badlands ===&lt;br /&gt;
Raleigh and Dare attack the prison of the Badlands, guarded by robots, in broad daylight. They destroy the Dread Sentry which turns out to have been Gaunz's cage as he emerges from its wreckage, barely holding on to his life. Raleigh intends to escape with him and Dare back to Jamestown but Gaunz insists on fighting the Conquistador instead, claiming that his project poses a threat to all of Mars. &lt;br /&gt;
&lt;br /&gt;
=== Chapter IV: Secret Mines of New Madrid ===&lt;br /&gt;
Their mission leads them to New Madrid, secret mines of the Spanish, where they first encounter the Conquistador in a gigantic drill-train which he uses to break into a hidden temple. Raleigh is now convinced that the Conquistador has evil intentions and may use ancient Martian weapons to destroy Jamestown, his last refuge, just like Roanoke. Realizing this, Raleigh is determined to stop the Conquistador.&lt;br /&gt;
&lt;br /&gt;
=== Chapter V: The Lost Temple of Croatoa ===&lt;br /&gt;
Raleigh and company fight the Conquistador again in the hidden temple built by a forgotten Martian culture. As the Conquistador is cornered, he awakens The Heart of Mars. However, its powers aren't enough to take down the heroes but end up burning the Conquistador upon his defeat and eradicating his ashes instead. Though victorious, Raleigh decides not to return to England and stays in Jamestown instead, where he doesn't need to be pardoned.&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;
=== Differences between Jamestown+ and the original Jamestown ===&lt;br /&gt;
* Jamestown+ contains all classic ships and DLC ships from the original game and adds a new selection of ships without requiring any DLC.&lt;br /&gt;
* Adds two entirely new stages: Phobos and Deimos, the moons of Mars. The Gauntlet Mode also adds the Super Gauntlet which includes them.&lt;br /&gt;
* The text indicator for fulfilling the Special requirement when destroying an enemy is missing (bug).&lt;br /&gt;
* Some bugs from the original are fixed. Some new bugs were introduced. Check Bugs section for details.&lt;br /&gt;
* The second life extend in Gauntlet mode is replaced with a credit extend.&lt;br /&gt;
* The width of cone patterns from popcorn enemies on Judgement difficulty is reduced significantly.&lt;br /&gt;
* The Dark Sector stage is shortened and its last portion before the boss is revised entirely.&lt;br /&gt;
* {There are more differences that have to be investigated in detail first.}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Arcade mode ==&lt;br /&gt;
The Steam version of Jamestown+ has a hidden feature called Arcade mode. This is not to be confused with the Gauntlet mode which lets players challenge all stages in one run.&lt;br /&gt;
This feature was added so the game could be played in an Arcade cabinet and allows operators to bind two players two one keyboard, close the game with Escape and disable the leaderboard and settings menu.&lt;br /&gt;
Arcade mode can be enabled by copying the &amp;quot;ArcadeMode.xml&amp;quot; file from the game's local directory to the save data directory (C:\Users\&amp;lt;UserName&amp;gt;\Saved Games\JamestownPlus).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Dark Sector stage was shortened in Jamestown+ due to a lot of feedback about it being too lengthy in the original game.&lt;br /&gt;
* The track playing during the credits was originally supposed to be the track for the New Madrid stage.&lt;br /&gt;
* The first two big crabs in Deimos have a '''2''' written on them while the big golden crab before the boss has a '''3''' written on it. The game files do contain a big crab with a '''1''' but it simply isn't used in the game.&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;
== Bugs ==&lt;br /&gt;
===original Jamestown and Jamestown+===&lt;br /&gt;
* The Lady of the Lake drops gold items twice on the first and third phase. The requirement is dealing over 500 and over 1000 damage. Due to a coding error, if exactly 500 or exactly 1000 damage are being dealt, the corresponding items will not be dropped in that phase. With Treason this can be avoided by not shooting missiles that aren't fully charged outside of Vaunt, as this will assure that the total damage dealt will always be a multiple of 1.5.&lt;br /&gt;
* It's possible for the game to [https://www.twitch.tv/alvalynsis/clip/RamshackleJazzyMushroomGivePLZ-JPMz0oQu1QfE8q98 crash] during the Heart of Mars fight while destroying its cubes. The reason for this is yet unconfirmed.&lt;br /&gt;
&lt;br /&gt;
===original Jamestown===&lt;br /&gt;
* In the original Jamestown holding down any direction with a dpad during the text at the start of any stage would cause the ship to move in the opposite direction by default which effectively makes the stage unplayable until exiting or restarting it.&lt;br /&gt;
* In the original Jamestown UFOs can still emerge from below the screen after getting past them. This is assumed to be unintentional as the UFOs can spontaneously despawn on screen after doing so and do not emerge in JT+.&lt;br /&gt;
===Jamestown+===&lt;br /&gt;
* In the original Jamestown the word SPECIAL would explicitly indicate that the special requirement when destroying an enemy was fulfilled. However, this does not happen in Jamestown+. This is confirmed by westquote to be an oversight.&lt;br /&gt;
* In Jamestown+ many shot types have one additional frame of cooldown between shots. Since this is caused by the internal deltatime being slightly below 1/60 whereas it's slightly above 1/60 in the original, this is assumed to be an oversight.&lt;br /&gt;
* In Jamestown+ only 2 UFOs appear before the boss of the Badlands. In the original game, it was 10. However, those UFOs still appear to exist. If either of the two UFOs before the boss gets destroyed, the remaining ones will appear from the top of the screen and chase the player over time during the boss fight.&lt;br /&gt;
* In Deimos the game will consistently crash if the stage is exited or restarted while any small golden crabs are alive. This includes small golden crabs from the second group that aren't visible on screen and will reappear before the boss. Small golden crabs that haven't been revealed yet or dug underground will not cause the crash.&lt;br /&gt;
* In Jamestown+ the achievement &amp;quot;Veni, Vidi, Vici&amp;quot; is only unlocked by clearing Super Gauntlet on Divine or higher, rather than Legendary or higher (continues allowed).&lt;br /&gt;
* The Pirate Queen boss has a very impractical infinite milk. Like many other bosses, her phases do not time out. While the items obtainable from her are limited, there is an issue with her bullets seemingly not despawning when leaving the screen. Clearing that phase will cause all those bullets to add points to the score. However, the game may start slowing down after half an hour.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Jamestown+ reverse engineered by Olifante and [[User:AlvaLynsis|AlvaLynsis]]&lt;br /&gt;
# additional insight from westquote (one of the developers) on the Jamestown Discord server&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>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=14874</id>
		<title>DoDonPachi DaiFukkatsu Black Label</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=14874"/>
		<updated>2022-02-16T02:41:25Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Rank and Hyper Counter */ corrected rank info, added hyper invincibility durations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki, Yoshimi Kudo, Noriyuki Kamikura, Azusa Chiba&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda, Shinobu Yagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Jan 20, 2010&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label (DDP DFK BL) is a revamped version of the original [[DoDonPachi DaiFukkatsu]], with new mechanics and a brand new soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label''' features much of the same structure of DaiFukkatsu, but with a few crucial differences, notably, the game only has one loop, and now features a player-controller rank system (known as Red Mode).&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Normal shot&lt;br /&gt;
* '''A (Hold):''' Laser&lt;br /&gt;
* '''B:''' Releases a Bomb (Bomb/Strong Styles) or switches between Normal and Boost shots (Power Style)&lt;br /&gt;
* '''C:''' Auto-fires the standard A shot&lt;br /&gt;
* '''D:''' Activates ''Hyper Counter'', which drastically increases the ship's firepower, cancel bullets with the normal shot, and deflect large enemy lasers with the laser shot&lt;br /&gt;
&lt;br /&gt;
There are 2 selectable control types; Type B swaps the auto-fire and hyper activate buttons from Type A's layout listed above.&lt;br /&gt;
Auto-Bomb can be enabled when selecting a style as well. Auto-Bomb will not allow you to stock Hypers, and thus is not recommended; the rest of this page will assume it is turned off. With Auto-Bomb off, your Bomb and Hyper stocks are shared, and is depleted by one each time either is used.&lt;br /&gt;
New to Black Label is the ability to fire the normal shot and laser at the same time, at the cost of movement speed. (see Rank section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features the same 3 selectable ships and styles from the original [[DoDonPachi DaiFukkatsu]]. Unlike the original, Strong Style is selectable from the start.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 when a bomb item item is picked and the current bomb stock is full) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
Strong Style will start the game with second loop patterns (including suicide bullets).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
The staple Bee item appears in Black Label. It will flash slowly between green and yellow states. Collecting it while it is yellow will cancel all on-screen bullets into score stars. Collecting it while it is green will fill the Hyper gauge slightly without cancelling bullets. Collecting it while it flashes between the two will give both effects, and the score stars dropped will be large instead of small.&lt;br /&gt;
&lt;br /&gt;
There is a hidden extend at the large generator tower in stage 3 after the midboss. The extend will drop unless it is destroyed by a bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank and Hyper Counter ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features a player-controllable rank (known as Red Mode), shown by the meter at the top-right of the screen. For Bomb and Power Style, there are 4 distinct thresholds of the bar that correspond to various ranks:&lt;br /&gt;
* Level 1: 0%-33%&lt;br /&gt;
* Level 2: 34%-66%&lt;br /&gt;
* Level 3: 67%-99%&lt;br /&gt;
* Level 4: 100%&lt;br /&gt;
&lt;br /&gt;
For Strong Style, there are 5 distinct thresholds of the bar that correspond to various ranks: &lt;br /&gt;
* Level 1: 0%-24%&lt;br /&gt;
* Level 2: 25%-49%&lt;br /&gt;
* Level 3: 50%-74%&lt;br /&gt;
* Level 4: 75%-99%&lt;br /&gt;
* Level 5: 100%&lt;br /&gt;
&lt;br /&gt;
The Red Mode gauge is increased by shooting the auto-fire shot and laser at the same time. This gauge will rise at double the rate with a Strong ship or a Power ship in Boost mode. The gauge will gradually decrease otherwise (although it can be slowed by using the laser).&lt;br /&gt;
&lt;br /&gt;
The Hyper Counter gauge is located right above the ship stock on the top-left of the screen. When this fills entirely, you will gain one Hyper Counter stock. Your current stock is indicated either by the number of B/H icons at the bottom of the screen (in Bomb/Strong Styles) or a small ''xN'' to the right of the shot style selection (in Power Style).&lt;br /&gt;
Activating a Hyper Counter will drastically power up both the normal shot and laser. The laser can now deflect the large enemy lasers. The normal shot will cancel bullets it hits into score stars. You will gain brief invulnerability while entering and exiting a Hyper, with a timer being displayed around your ship for its duration.&lt;br /&gt;
The length of activated Hypers and the associated invincibility are generally shorter than in [[DoDonPachi DaiFukkatsu]], with 1 second of invincibility upon activation (which diminishes to half a second at maximum hyper rank) and 2 seconds of invincibility when exiting a Hyper.&lt;br /&gt;
&lt;br /&gt;
When a Hyper ends, the Red Mode gauge will be drained by 50%, ''unless'' it occurs during a boss' '''WARNING!''' screen. Hypers can be manually canceled by tapping the Hyper button again.&lt;br /&gt;
&lt;br /&gt;
Firing a bomb will cause the Red Mode gauge to briefly max out if it is not already.&lt;br /&gt;
&lt;br /&gt;
=== Chaining and Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The current chain value is shown by the amount of ''HIT!''s under the Hyper Counter, and the chain meter is shown to the left of the Hyper gauge.&lt;br /&gt;
You don't gain any ''HIT!''s by cancelling enemy bullets with a Hyper; they are only gained by shooting enemies or cancelling bullets by other means, either by bee items or enemies who cancel their own bullets on death. Many enemies in Black Label will cancel their own bullets if killed by autofire+laser.&lt;br /&gt;
There are 3 ways to break a chain:&lt;br /&gt;
* Using a bomb&lt;br /&gt;
* Dying while a Hyper is active&lt;br /&gt;
* Letting the chain meter empty while a Hyper is active&lt;br /&gt;
Unlike [[DoDonPachi DaiFukkatsu]], dying will not completely deplete the chain value, but it will decrease very quickly until you respawn.&lt;br /&gt;
If Autobomb is on, using a Hyper during an autobomb will ''not'' deplete your chain value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The multiplier system appears to work the same as in [[DoDonPachi DaiFukkatsu]], however, it only takes effect when the Red Mode gauge is flashing red. Based on your current ''HIT!'' count, you will gain a specific multiplier:&lt;br /&gt;
* 0 - 499 ''HIT!''s:  1x&lt;br /&gt;
* 500 - 999 ''HIT!''s:  2x&lt;br /&gt;
* 1000 - 2999 ''HIT!''s:  3x&lt;br /&gt;
* 3000 - 4999 ''HIT!''s:  4x&lt;br /&gt;
* 5000 - 6999 ''HIT!''s:  5x&lt;br /&gt;
* 7000 - 9999 ''HIT!''s:  6x&lt;br /&gt;
* 10000 or more ''HIT!''s:  7x&lt;br /&gt;
This multiplier is applied to the amount of ''HIT!''s gained from killing an enemy and to the score gained from killing an enemy.&lt;br /&gt;
&lt;br /&gt;
Unlike in [[DoDonPachi DaiFukkatsu]], midboss and boss bullets will not drop stars when cancelled. However, shooting bosses with autofire+laser when at high rank will give a large amount of points, especially while at max rank. Destroying bosses with autofire+laser at max rank will also cause them to drop larger stars which are worth even more score; firing a bomb can help if the Red Mode gauge isn't maxed out, since this will max out the gauge and the ''HIT!'' gauge will not empty until the bomb has finished its animation.&lt;br /&gt;
Milking bosses by shooting invincible parts with autofire+laser can give a large amount of points (e.x. blocking your own laser with an enemy laser, the mini robots on the third boss, or the red balls/satellites on the fourth boss), but beware: bosses will fire vicious patterns if milked.&lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
----&lt;br /&gt;
Entering the Ura route (which features the original DoDonPachi bosses as midbosses and takes slightly different stage routes) has extra requirements in Bomb and Strong Styles:&lt;br /&gt;
* No miss&lt;br /&gt;
* destroy 3 silos before they get run over by the tanks&lt;br /&gt;
** for bomb style, silos must be destroyed while the hit combo multiplier is active (high RED gauge or hyper counter is active)&lt;br /&gt;
* have a full hyper gauge and maximum bomb stock when the third silo is destroyed&lt;br /&gt;
&lt;br /&gt;
Power Style will always enter the Ura route in stage 1.&lt;br /&gt;
&lt;br /&gt;
To fight against the various final bosses and true final bosses:&lt;br /&gt;
* Taisabachi (or 'Supreme Weapon of Extreme Hellish Annihilation – Golden Disaster'): Do not use more than 2 bombs in the first 5 stages, and kill at least 2 bosses with a full Red Mode gauge.&lt;br /&gt;
* Hibachi (or 'Supreme Killing Weapon – Hibachi'): Do not die more than once, do not use more than 2 bombs in the first 5 stages. Kill all bosses with a full Red Mode gauge.&lt;br /&gt;
* Zatsuza: Must play Strong Style, fulfill the requirements to fight Hibachi, and defeat Taisabachi without dying&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>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=14632</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=14632"/>
		<updated>2022-02-08T06:19:29Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Advanced */ more consistent language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/20 * ( enemy_speed/2  +  global_speed/100  + 1) +&lt;br /&gt;
               enemy_hp/20 * (enemy_density/2 + global_density/100 + 1)&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank works differently; it increases by 1 if an enemy is destroyed before it can shoot. These rank values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! netural portion !! auto portion !! laser portion !! neutral portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! neutral portion !! auto portion !! laser portion !! neutral portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the neutral portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity. These formulas are calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. &lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purposes of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired bullets yet. If the enemy hasn't fired bullets, durability rank is increased. If it has fired bullets, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the ''DoDonPachi'' bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440.&lt;br /&gt;
Boss Speed and Boss Density Ranks can be broken down into two parts -- a &amp;quot;base&amp;quot; value, and an &amp;quot;at-risk&amp;quot; portion -- each ranging from 0 to 720. The base value never decreases. &lt;br /&gt;
&lt;br /&gt;
If you get hit while using '''auto''', the boss’s at-risk '''speed''' rank decreases by 1. &lt;br /&gt;
If you get hit while using '''laser''', the boss’s at-risk '''density''' rank decreases by 1. &lt;br /&gt;
&lt;br /&gt;
The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of '''boss speed rank''', '''boss density rank,''' '''global speed rank''', '''global density rank''', and '''high score''' for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
 '''H''' = the high score of the current stage being played&lt;br /&gt;
 '''global_speed''' = Global Speed Rank for the stage  &lt;br /&gt;
 '''global_density''' = Global Density Rank for the stage&lt;br /&gt;
 '''boss_speed''' = Boss's current Speed rank&lt;br /&gt;
 '''boss_density''' = Boss's current Density rank&lt;br /&gt;
  '''total_speed''' = score contribution from speed rank, calculated into the base formula&lt;br /&gt;
  '''total_density''' = score contribution from density rank&lt;br /&gt;
    '''boss_score''' = final amount awarded to the player as score for defeating the boss&lt;br /&gt;
&lt;br /&gt;
Total speed rank contribution to boss score:&lt;br /&gt;
 '''total_speed''' = (global_speed / 10) + (boss_speed + 1)&lt;br /&gt;
Total density rank contribution to boss score:&lt;br /&gt;
 '''total_density''' = (global_density / 10) + (boss_density + 1)&lt;br /&gt;
Base formula for boss score (calculated before boss rank is updated):&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with '''auto''', score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with '''laser''', score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
* As the majority of a player's score in this mode comes from defeating phases of bosses, it has been mathematically proven that all stages EXCEPT stage 1 can be counterstopped; this is because in said stage, both the midboss (Suzaku) and Element Daughter (A.I.) only have 1 phase each.&lt;br /&gt;
* Unlike all other game modes, Arrange B does not let the player use any Extra Windows with the exception of the input display.&lt;br /&gt;
* It is possible with hacks to access the second loop (route unknown) via directly manipulating the level select pointer to a byte value of 6 or 7.&lt;br /&gt;
** However, doing so results in a session that becomes rapidly unstable as the mode is likely reading junk data at this point. In fact, halfway through 2-2, the game instantly crashes.&lt;br /&gt;
** You cannot however access the hidden EX stage (Golden Disaster / Hibachi), even with hacks, as no entry for the stage exists in the game's binary.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=14631</id>
		<title>DoDonPachi DaiFukkatsu Black Label</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=14631"/>
		<updated>2022-02-08T06:07:24Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Routes */ pretty sure about the Ura route requirements now, if someone disagrees, add {{unconfirmed}} tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki, Yoshimi Kudo, Noriyuki Kamikura, Azusa Chiba&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda, Shinobu Yagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Jan 20, 2010&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label (DDP DFK BL) is a revamped version of the original [[DoDonPachi DaiFukkatsu]], with new mechanics and a brand new soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label''' features much of the same structure of DaiFukkatsu, but with a few crucial differences, notably, the game only has one loop, and now features a player-controller rank system (known as Red Mode).&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Normal shot&lt;br /&gt;
* '''A (Hold):''' Laser&lt;br /&gt;
* '''B:''' Releases a Bomb (Bomb/Strong Styles) or switches between Normal and Boost shots (Power Style)&lt;br /&gt;
* '''C:''' Auto-fires the standard A shot&lt;br /&gt;
* '''D:''' Activates ''Hyper Counter'', which drastically increases the ship's firepower, cancel bullets with the normal shot, and deflect large enemy lasers with the laser shot&lt;br /&gt;
&lt;br /&gt;
There are 2 selectable control types; Type B swaps the auto-fire and hyper activate buttons from Type A's layout listed above.&lt;br /&gt;
Auto-Bomb can be enabled when selecting a style as well. Auto-Bomb will not allow you to stock Hypers, and thus is not recommended; the rest of this page will assume it is turned off. With Auto-Bomb off, your Bomb and Hyper stocks are shared, and is depleted by one each time either is used.&lt;br /&gt;
New to Black Label is the ability to fire the normal shot and laser at the same time, at the cost of movement speed. (see Rank section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features the same 3 selectable ships and styles from the original [[DoDonPachi DaiFukkatsu]]. Unlike the original, Strong Style is selectable from the start.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 when a bomb item item is picked and the current bomb stock is full) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
Strong Style will start the game with second loop patterns (including suicide bullets).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
The staple Bee item appears in Black Label. It will flash slowly between green and yellow states. Collecting it while it is yellow will cancel all on-screen bullets into score stars. Collecting it while it is green will fill the Hyper gauge slightly without cancelling bullets. Collecting it while it flashes between the two will give both effects, and the score stars dropped will be large instead of small.&lt;br /&gt;
&lt;br /&gt;
There is a hidden extend at the large generator tower in stage 3 after the midboss. The extend will drop unless it is destroyed by a bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank and Hyper Counter ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features a player-controllable rank (known as Red Mode), shown by the meter at the top-right of the screen. There are 4 distinct thresholds of the bar that correspond to various ranks: &lt;br /&gt;
* Level 1: 0%-49%&lt;br /&gt;
* Level 2: 50%-74%&lt;br /&gt;
* Level 3: 75%-99%&lt;br /&gt;
* Level 4: 100%&lt;br /&gt;
&lt;br /&gt;
The Red Mode gauge is increased by shooting the auto-fire shot and laser at the same time. This gauge will rise at double the rate with a Strong ship or a Power ship in Boost mode. The gauge will gradually decrease otherwise (although it can be slowed by using the laser).&lt;br /&gt;
&lt;br /&gt;
The Hyper Counter gauge is located right above the ship stock on the top-left of the screen. When this fills entirely, you will gain one Hyper Counter stock. Your current stock is indicated either by the number of B/H icons at the bottom of the screen (in Bomb/Strong Styles) or a small ''xN'' to the right of the shot style selection (in Power Style).&lt;br /&gt;
Activating a Hyper Counter will drastically power up both the normal shot and laser. The laser can now deflect the large enemy lasers. The normal shot will cancel bullets it hits into score stars. You will gain brief invulnerability while entering and exiting a Hyper, with a timer being displayed around your ship for its duration.&lt;br /&gt;
The length of activated Hypers and the associated invincibility are generally shorter than in [[DoDonPachi DaiFukkatsu]].&lt;br /&gt;
&lt;br /&gt;
When a Hyper ends, the Red Mode gauge will be drained by 50%, ''unless'' it occurs during a boss' '''WARNING!''' screen. Hypers can be manually canceled by tapping the Hyper button again.&lt;br /&gt;
&lt;br /&gt;
Firing a bomb will cause the Red Mode gauge to briefly max out if it is not already.&lt;br /&gt;
&lt;br /&gt;
=== Chaining and Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The current chain value is shown by the amount of ''HIT!''s under the Hyper Counter, and the chain meter is shown to the left of the Hyper gauge.&lt;br /&gt;
You don't gain any ''HIT!''s by cancelling enemy bullets with a Hyper; they are only gained by shooting enemies or cancelling bullets by other means, either by bee items or enemies who cancel their own bullets on death. Many enemies in Black Label will cancel their own bullets if killed by autofire+laser.&lt;br /&gt;
There are 3 ways to break a chain:&lt;br /&gt;
* Using a bomb&lt;br /&gt;
* Dying while a Hyper is active&lt;br /&gt;
* Letting the chain meter empty while a Hyper is active&lt;br /&gt;
Unlike [[DoDonPachi DaiFukkatsu]], dying will not completely deplete the chain value, but it will decrease very quickly until you respawn.&lt;br /&gt;
If Autobomb is on, using a Hyper during an autobomb will ''not'' deplete your chain value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The multiplier system appears to work the same as in [[DoDonPachi DaiFukkatsu]], however, it only takes effect when the Red Mode gauge is flashing red. Based on your current ''HIT!'' count, you will gain a specific multiplier:&lt;br /&gt;
* 0 - 499 ''HIT!''s:  1x&lt;br /&gt;
* 500 - 999 ''HIT!''s:  2x&lt;br /&gt;
* 1000 - 2999 ''HIT!''s:  3x&lt;br /&gt;
* 3000 - 4999 ''HIT!''s:  4x&lt;br /&gt;
* 5000 - 6999 ''HIT!''s:  5x&lt;br /&gt;
* 7000 - 9999 ''HIT!''s:  6x&lt;br /&gt;
* 10000 or more ''HIT!''s:  7x&lt;br /&gt;
This multiplier is applied to the amount of ''HIT!''s gained from killing an enemy and to the score gained from killing an enemy.&lt;br /&gt;
&lt;br /&gt;
Unlike in [[DoDonPachi DaiFukkatsu]], midboss and boss bullets will not drop stars when cancelled. However, shooting bosses with autofire+laser when at high rank will give a large amount of points, especially while at max rank. Destroying bosses with autofire+laser at max rank will also cause them to drop larger stars which are worth even more score; firing a bomb can help if the Red Mode gauge isn't maxed out, since this will max out the gauge and the ''HIT!'' gauge will not empty until the bomb has finished its animation.&lt;br /&gt;
Milking bosses by shooting invincible parts with autofire+laser can give a large amount of points (e.x. blocking your own laser with an enemy laser, the mini robots on the third boss, or the red balls/satellites on the fourth boss), but beware: bosses will fire vicious patterns if milked.&lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
----&lt;br /&gt;
Entering the Ura route (which features the original DoDonPachi bosses as midbosses and takes slightly different stage routes) has extra requirements in Bomb and Strong Styles:&lt;br /&gt;
* No miss&lt;br /&gt;
* destroy 3 silos before they get run over by the tanks&lt;br /&gt;
** for bomb style, silos must be destroyed while the hit combo multiplier is active (high RED gauge or hyper counter is active)&lt;br /&gt;
* have a full hyper gauge and maximum bomb stock when the third silo is destroyed&lt;br /&gt;
&lt;br /&gt;
Power Style will always enter the Ura route in stage 1.&lt;br /&gt;
&lt;br /&gt;
To fight against the various final bosses and true final bosses:&lt;br /&gt;
* Taisabachi (or 'Supreme Weapon of Extreme Hellish Annihilation – Golden Disaster'): Do not use more than 2 bombs in the first 5 stages, and kill at least 2 bosses with a full Red Mode gauge.&lt;br /&gt;
* Hibachi (or 'Supreme Killing Weapon – Hibachi'): Do not die more than once, do not use more than 2 bombs in the first 5 stages. Kill all bosses with a full Red Mode gauge.&lt;br /&gt;
* Zatsuza: Must play Strong Style, fulfill the requirements to fight Hibachi, and defeat Taisabachi without dying&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>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=13453</id>
		<title>DoDonPachi DaiFukkatsu Black Label Arrange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=13453"/>
		<updated>2021-11-09T07:20:29Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: updated various parts of the page with corrected info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #b81000&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label Arrange&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = BLA_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = '''Xbox 360:''' AMI&amp;lt;/br&amp;gt; '''Steam:''' Degica&lt;br /&gt;
|&lt;br /&gt;
|director = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|music = Jake &amp;quot;virt&amp;quot; Kaufman&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360:''' Feb 3, 2011&amp;lt;ref&amp;gt;[https://www.cave.co.jp/gameonline/Xbox360/daifukkatu/black/ Cave announcement page]&amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; '''Steam:''' Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' &amp;lt;small&amp;gt;(short DDP DFK BL Arrange; often nicknamed '''Ketsuipachi''')&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu Black Label|DoDonpachi DaiFukkatsu Black Label]] that borrows from [[Ketsui: Kizuna Jigoku Tachi|Ketsui]] the chip system and the Tiger Schwert ship.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' is a four-button game with five levels and an extra last boss stage in the end. Completing these levels under certain conditions will trigger a fight with the [[True Last Boss]], HIVAC. The scoring system involves destroying enemies up close with the wide shot to start a chip chain, and then by destroying enemies with the laser to collect chips and increase the hit combo.&lt;br /&gt;
&lt;br /&gt;
[[File:BLA screencap.png|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
# Red gauge: rank meter which can be increase &amp;amp; decreased through various actions.&lt;br /&gt;
# Maximum hit chain&lt;br /&gt;
# GP Value&lt;br /&gt;
# Hyper/bomb charge: when this meter fills, the player will receive a hyper/bomb; or, will get put into Maximum mode if their stock is full.&lt;br /&gt;
# Life stock&lt;br /&gt;
# Chain timer&lt;br /&gt;
# Hit counter&lt;br /&gt;
# Bomb/hyper stock&lt;br /&gt;
# Chip cache; each slot tells how many of each chip size you have picked up on a stage.&lt;br /&gt;
# Remaining hyper duration&lt;br /&gt;
# &amp;quot;Status&amp;quot;; when this circle is red you cannot bomb/hyper - you must wait until it turns green to do so. It can also turn red when you have exhausted your bomb/hyper stock.&lt;br /&gt;
# Countdown chip timer: the number of frames remaining wherein all enemies killed with Shot will drop a specific chip size regardless of proximity.&lt;br /&gt;
# Countdown chip size: the size of chips that can be dropped in the current span of chip time; can be increased during said span. Resets to and stays at a 1-chip (unless a new chain begins) when the timer hits 0, on death, or using a bomb.&lt;br /&gt;
# Countdown chip timer&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard wide shot weapon.&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon, with your options locking to targets in front of you. Note that your laser comes out far later than other DFK modes.&lt;br /&gt;
* '''B:''' Uses a bomb. If you are locked on, the bomb's explosions will target that enemy and focus the damage.&lt;br /&gt;
* '''C:''' Auto-fire for the standard wide shot.&lt;br /&gt;
* '''D:''' Activate a hyper.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding shot+auto increases your damage output.&lt;br /&gt;
&lt;br /&gt;
=== Ship and Resources ===&lt;br /&gt;
----&lt;br /&gt;
There is only one ship available to the player, the Tiger Schwert. This ship has 6 options, and its firepower is similar to bomb style from the standard Black Label mode. However, this firepower achieved differently. The laser deals less damage than in bomb style, but your options dealing a total of twice as much damage as your laser when all 6 are locked on.&lt;br /&gt;
&lt;br /&gt;
Bombs and hypers are a shared resource. Filling up the hyper gauge adds an additional bomb, if there is a spare bomb slot available.&lt;br /&gt;
&lt;br /&gt;
Like Black Label’s strong style, your laser can push back large enemy lasers. There are, however, some important differences in Black Label Arrange. The number of bomb slots cannot be increased from the starting 3. Using a bomb will not temporarily max out the RED gauge. Autobombs cannot be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''RED Gauge System'''&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label Arrange has a dynamic rank system, with the current rank denoted by the RED gauge. There are jumps in difficulty that occur when the RED gauge reaches 33%, 66%, and 100% full, for a total of 4 distinct difficulty levels. Shot+auto does slightly more damage with a full RED gauge. RED gauge also influences the chip system, hyper system, and hit combo system (detailed further below).&lt;br /&gt;
&lt;br /&gt;
Actions that increase RED gauge:&lt;br /&gt;
* Collecting 10 and 5-chips (sharply increased with 10-chips).&lt;br /&gt;
* Holding shot+auto.&lt;br /&gt;
* Collecting a bee medal (flashing bees give twice as much RED gauge increase).&lt;br /&gt;
* All options locking on to a single point (sharp increase, depending on ship's proximity to lock-on point and whether a hyper is active; this is most relevant during midboss and boss fights).&lt;br /&gt;
&lt;br /&gt;
Actions that decrease RED gauge:&lt;br /&gt;
* Collecting chips of size 3 or lower.&lt;br /&gt;
* Only pressing shot, only pressing auto, or not shooting at all.&lt;br /&gt;
* Dying or using a bomb (sets RED gauge to 0).&lt;br /&gt;
* Collecting small or large stars (sharply decreased with large stars).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chip System'''&lt;br /&gt;
&lt;br /&gt;
Chip chaining works very similarly to [[Ketsui: Kizuna Jigoku Tachi|Ketsui]]. When an enemy is destroyed with wide shot, chips are created. Chips can have a value of 1, 2, 3, 4, 5, and 10. The value of the chips created depends primarily on your vertical distance from the enemy, as well as current RED gauge and whether a hyper is active. Higher than 66% RED gauge increases minimum distance needed for a given value chip, while an active hyper lowers the minimum distance. Destroying an enemy with wide shot also starts a chip timer, starting at 55, that decreases as time progresses. Destroying enemies with laser will generate chips based on the chip value attached to that timer, regardless of distance to the enemy ship. This timer increases whenever an enemy is destroyed. Using wide shot increases the timer greatly, but less chips are generated. Using laser generates more chips, but the timer increases less. If too much time passes without shooting, the chip chain timer will decrease rapidly. Chips add to the hit combo, get point value, and a small amount to your hyper gauge and score. Note, chip chains can be started with laser, but they have a value of 1 and a very short timer.&lt;br /&gt;
&lt;br /&gt;
If you destroy the source of a laser with your wide shot, the enemy's laser will be cancelled into chips based on the current chip chain. If that enemy is instead destroyed with laser, the enemy's laser will instead be cancelled into stars (small stars for small laser, large stars for large laser).&lt;br /&gt;
&lt;br /&gt;
Chip chains can be started by using wide shot when destroying boss phases as well. The remaining bullets onscreen between phases will converted into chips. This is can be useful for increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hyper System'''&lt;br /&gt;
&lt;br /&gt;
Hyper gauge is increased by damaging enemies (especially with laser aura), collecting flashing bees, and collecting chips. The amount of hyper gained from damaging enemies is increased with a high RED gauge (&amp;gt;8000 hits provides the maximum amount). Outside of boss and midboss fights, the amount of hyper gauge gained from chips is not influenced by the chip value. During boss and midboss fights, 10-chips give triple the usual amount of hyper gauge, 5-chips give double the usual amount of hyper gauge, and 4-chips and give the usual amount of hyper gauge. While a hyper is active, the only way to increase hyper gauge is by damaging enemies with your laser aura or by collecting flashing bees.&lt;br /&gt;
&lt;br /&gt;
When activating a hyper, all bullets onscreen are canceled and your hit combo is increased by the bullet count. If a chip chain is active, all bullets onscreen are cancelled into chips. If there is no chip chain active, bullets are cancelled into stars instead. Large stars are created when the RED gauge is 66% or greater (when the RED gauge is &amp;quot;red&amp;quot;), and small stars are created when the RED gauge is less than 66% (when the RED gauge is &amp;quot;blue&amp;quot;). Additionally, when a hyper expires naturally, bullets are cancelled into stars based on the same RED gauge rules above. Cancelling a hyper results in the removal of all bullets onscreen, but no chips or stars are generated.&lt;br /&gt;
&lt;br /&gt;
While a hyper is active, your ship outputs more damage. However, if enemy bullets contact your shot, your shot damage will be reduced. This has some notable effects. When there are bullets onscreen and a hyper is active, wide shot is your most damaging attack, especially at mid-range and far away. Laser+hyper will often be weaker than standard laser, unless you are close enough to an enemy for laser aura damage to contribute. When close up, hyper+laser has slightly less damage output than hyper+wide shot. Additionally, when using laser, only the lock-on options contribute to erasing bullets. As a result, without a lock-on, your ship can be quite vulnerable to stray bullets. A higher RED gauge makes bullets more difficult to erase. However, RED gauge's effect on erasing bullets becomes insignificant as hyper rank increases, detailed below.&lt;br /&gt;
&lt;br /&gt;
There is a hyper rank system as well. Using a hyper increases hyper rank by 1, and hyper rank can reach a maximum of 5. Dying decreases hyper rank by 1. Hyper rank is reset to 0 at the start of each stage. While in a hyper, hyper rank slightly increases bullet speed and the amount of slowdown that occurs. Unique to this mode, higher hyper rank results in more effective erasing of bullets. Activating a hyper, cancelling a hyper, or letting a hyper wear off grants a short period of invincibility. For hyper activation, the duration of invincibility you are granted is dependent on your hyper rank: the higher your hyper rank, the shorter your period of invincibility (from 60 frames at rank 0, decreasing to 30 frames at rank 5). Cancelling a hyper or letting a hyper expire grants a longer and constant invincibility period, unaffected by hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
 item                    GP gain            score increase&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
 1-chip                  1            1 * hit combo +  101&lt;br /&gt;
 2-chip                  2            2 * hit combo +  204&lt;br /&gt;
 3-chip                  4            3 * hit combo +  409&lt;br /&gt;
 4-chip                  8            4 * hit combo +  816&lt;br /&gt;
 5-chip                 16            5 * hit combo + 1625&lt;br /&gt;
 10-chip                64           10 * hit combo + 6400&lt;br /&gt;
 large airborne star    10                              GP&lt;br /&gt;
 small airborne star     5                         GP / 10&lt;br /&gt;
 large ground star       0                 200 * hit combo&lt;br /&gt;
 small ground star       0                 500 * hit combo&lt;br /&gt;
&lt;br /&gt;
'''Chips'''&lt;br /&gt;
&lt;br /&gt;
Come in sizes of 1, 2, 3, 4, 5, and 10. Chips add to your hit combo based on their number value, increase your hyper gauge (if your RED gauge is high), increase or decrease the RED gauge, and give a minor increase to GP and score.&lt;br /&gt;
&lt;br /&gt;
'''Airborne Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars are important for scoring. Large stars give score equivalent to your current GP, and increases your GP value by 10. Small stars give score equivalent to your current GP/10, and increases your GP value by 5.&lt;br /&gt;
&lt;br /&gt;
'''Ground Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars give score equivalent to 500 * hit combo, and small stars give score equivalent to 200 * hit combo.&lt;br /&gt;
&lt;br /&gt;
'''Bee Medals'''&lt;br /&gt;
&lt;br /&gt;
All stages contain 7 hidden bee items, with 2 extra in the Ura route. Bee medals are revealed by hitting their location with the tip of your laser. Bees periodically flash white. Revealed bees start out flashed white, but turn yellow quickly. Collecting a bee when it is flashing white will cancel all bullets onscreen into large stars and increase your hyper gauge by an amount dependent on your current RED gauge. Higher RED gauge yields more hyper gauge increase. Collecting a yellow bee turns all bullets onscreen into small stars.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the Maximum mode. Being in the Maximum mode gives a continuous (but negligible) score bonus.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life and turns all bullets onscreen into small stars. Found by destroying the big generator tower in stage 3 after the midboss. You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
There is no second loop, but there are Ura midbosses. Stage 1 Ura route requirements:&lt;br /&gt;
# no-miss&lt;br /&gt;
# destroy 3 silos; the first one must be destroyed while the RED gauge is high&lt;br /&gt;
# collect 300 10-chips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Golden Disaster requirements:&lt;br /&gt;
# 1 credit&lt;br /&gt;
# at least one of the following:&lt;br /&gt;
#* maximum of 2 bombs used &lt;br /&gt;
#* destroy 3 bosses with a full RED gauge&lt;br /&gt;
#* lose no more than 1 life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TLB requirements:&lt;br /&gt;
# meet the extra stage requirements&lt;br /&gt;
# collect all 45 bees (therefore, Ura midboss route is required)&lt;br /&gt;
# do not use a continue during the Golden Disaster fight&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Hit Combo System'''&lt;br /&gt;
&lt;br /&gt;
Despite the addition of [[Ketsui: Kizuna Jigoku Tachi|Ketsui's]] chip system, the base of the scoring in this game is the hit combo system of [[DoDonpachi DaiFukkatsu]] (refer to that page for a more detailed description). There are, however, some notable differences. The only way to drop a chain is to use a bomb (and even then, the chain can be saved if a hyper is used immediately following the bomb). The multiplier gets applied at different hit values:&lt;br /&gt;
       0 - 999 hits:      1x&lt;br /&gt;
    1000 - 1999 hits:     2x&lt;br /&gt;
    2000 - 3999 hits:     3x&lt;br /&gt;
    4000 - 5999 hits:     4x&lt;br /&gt;
    6000 - 7999 hits:     5x&lt;br /&gt;
    8000 - 99,999 hits:   6x&lt;br /&gt;
 100,000 - 199,999 hits:  7x&lt;br /&gt;
 200,000 - 299,999 hits:  8x&lt;br /&gt;
           300,000+ hits: 9x&lt;br /&gt;
When the RED gauge is greater than 66% full, this multiplier is applied and your hit combo increases more rapidly. This multiplier is also applied when a hyper is active.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Main Game ===&lt;br /&gt;
&lt;br /&gt;
Bombs are generally seldom used. Hyper+wide shot does more damage and doesn't risk dropping your hit combo. Reaching 8000 hits is an important milestone for stage, to fully take advantage of hyper gauge gained from damaging enemies. Keeping a high RED gauge is useful for quickly gaining hyper gauge (especially from chips), which provides improves survivability and usually outweighs the higher difficulty incurred by the high RED gauge. A hyper can be cancelled shortly after activation, which means any chips that were generated from cancelled bullets will count towards increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring for any given stage will follow the same general pattern. Hypers are used at the start of the stage to cancel bullets into high value chips, to reach at least 8,000 hits for the x6 GP multiplier. On stages 4 and 5, it's possible to reach 100k and 200k hit combo threshold with good routing. Keep the RED gauge greater than 66% or have an active hyper throughout the majority of the stage to keep the multiplier active and build up your GP. After you reach the threshold for the multiplier, hypers are used to cancel bullets into large stars. Since large stars drastically lower the RED gauge, you risk losing the multiplier when the hyper wears off. Therefore, going for gold stars late in the stage is less risky and will still yield good score.&lt;br /&gt;
&lt;br /&gt;
Midbosses give a substantial amount of GP, so it's important to finish them off with an active multiplier. Some midbosses are followed by popcorn enemies, so a bomb followed immediately by a hyper (to avoid dropping the chain) can be used to finish the midboss early. A boss will drop large gold stars when finished off with maximum RED gauge, which can be a substantial portion of your stage score.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the score potential from the extra stage far outweighs the score possible from the main game.&lt;br /&gt;
&lt;br /&gt;
=== Extra Stage ===&lt;br /&gt;
&lt;br /&gt;
It's important to note, when fighting Golden Disaster and HIVAC's final pattern, hypers become less effective at canceling bullets with higher hyper rank. Additionally, for the HIVAC fight, there is only one jump in difficulty, and this occurs when the RED gauge is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring the extra stage consists of building up GP until HIVAC's final phase, then milking the last phase for large stars. Golden Disaster has a base GP of 6 million, and each phase of HIVAC has a base GP of 100 million.&lt;br /&gt;
&lt;br /&gt;
Since Golden Disaster contributes a relatively small amount to GP, it is more important to focus on increasing your hit combo to 8000 before HIVAC's 2nd phase. A very consistent way to do so is to intentionally die at the start Golden Disaster's laser maze attack, and then use the short invincibility period to kill it point-blank and collect 10-chips from the cancelled lasers. If you wish to apply the hit combo multiplier to the Golden Disaster, it is possible to do so alongside the 10-chip laser cancel if the kill is properly timed for when Golden Disaster is &amp;quot;low&amp;quot; in its hover cycle. Be warned, this cancel is very inconsistent with a hyper active and puts the x6 multiplier on finishing off HIVAC's first phase at risk.&lt;br /&gt;
&lt;br /&gt;
For the HIVAC fight, focus on finishing off the first and second phases with an active hit combo multiplier. For the third phase, milk large stars by letting hypers expire with a 66% or greater RED gauge. If properly set up, each large star gives ~1.2 billion points.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
This game is a training simulation, based on the events of [[DoDonPachi DaiFukkatsu]], for the pilots in [[Ketsui: Kizuna Jigoku Tachi|Ketsui]].&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Two promotional videos were released for the Xbox 360 disc release of Black Label, linked below in the video references section. Footage of Black Label Arrange appears in both. The first video shows gameplay with many differences from the release version of Black Label Arrange:&lt;br /&gt;
* Extends occur at 5 billion and 50 billion points.&lt;br /&gt;
* The Tiger Schwert uses the green laser from Black Label's Type B ship. Shots from the lock-on options are still yellow like final release.&lt;br /&gt;
* Shots from the lock-on options do not turn orange at maximum RED gauge.&lt;br /&gt;
* The chip timer decreases far faster (by 1 per frame, instead of 1 per 3 frames).&lt;br /&gt;
* It is more difficult to increase the chip timer once a chip chain is started.&lt;br /&gt;
* Hidden bees can be green, and behave the same as their Black Label counterparts.&lt;br /&gt;
* The Tiger Schwert's laser does not repel large enemy lasers.&lt;br /&gt;
* There is far less slowdown.&lt;br /&gt;
* When a hyper is active, the Tiger Schwert's shot turns a bright pink color, similar to Arrange A's boosted hyper.&lt;br /&gt;
The second video shows gameplay that is identical to the final release.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* The Steam version allows for HIVAC practice, while the Xbox 360 version does not.&lt;br /&gt;
* The Xbox 360 version has a glitch which allows for the player's ship to deal increased damage when the options are locked on to a single point.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The GP value in training mode is capped at 100 million.&lt;br /&gt;
* It is possible to lock on to HIVAC's counter-bombs.&lt;br /&gt;
* On the Steam port, in training mode, if you attempt to start at the stage 1 boss fight after having selected route B, the game will crash.&lt;br /&gt;
* It is not possible to start a chip chain off some of the small tank enemies in stage 3. This is most apparent with the small tanks immediately following the midboss.&lt;br /&gt;
* For the laser wheels in stage 5:&lt;br /&gt;
** The density of the laser wheels increases with max hit combo. From 15,000 hits, density increases every 3,000 hits and peak density is reached at 33,000 hits.&lt;br /&gt;
** The laser wheels can be damaged by the ship's laser aura. Though it is possible to destroy them, it's not practical. Even with an active hyper and close up, they have so much hp that it still takes more than 5 seconds to destroy them.&lt;br /&gt;
** If both a hyper and chip combo is active, the wheels will continuously spawn chips while they are being damaged by your ship's laser aura.&lt;br /&gt;
* When the RED gauge is greater than 66%, the Tiger Schwert has an extended laser aura.&lt;br /&gt;
[[File:BLA lower aura.png|center|thumb|240px|Extended area of aura damage.]]&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[DoDonPachi DaiFukkatsu Black Label/Video Index#Black Label Arrange|Video index for Black Label Arrange]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ua5DX65-TA Sample survival play of the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bNUaUeobutk Sample scoring setup for the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FPUEmCGR8fw PV1 footage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ht0CdMTr5KA PV2 footage]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# [[User:Raadgiver|Raadgiver]]: initial author, original research; additional info gained from:&lt;br /&gt;
## [[User:trap15|trap15]]: suggested that RED gauge affected the type of chip created when starting a chain&lt;br /&gt;
## NoutA RiN: provided hit combo multiplier table&lt;br /&gt;
## [[User:SpinoSTG|SpinoSTG]]: provided info about standard Black Label, used for highlighting contrasts between it and Black Label Arrange; HIVAC bomb trivia&lt;br /&gt;
# [[User:SMayfield|SMayfield]]: provided UI screencap and explanation; provided cheat engine tables, useful for confirming what the RED gauge influences&lt;br /&gt;
# [[User:Softdrink|Softdrink]]: provided scan of the instruction manual, which gave information about RED gauge affecting bullet erasing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:BLA_lower_aura.png&amp;diff=13452</id>
		<title>File:BLA lower aura.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:BLA_lower_aura.png&amp;diff=13452"/>
		<updated>2021-11-09T06:53:50Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: Raadgiver uploaded a new version of File:BLA lower aura.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
approximate area of extra damage&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou_exA_Label&amp;diff=13256</id>
		<title>DoDonPachi SaiDaiOuJou exA Label</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou_exA_Label&amp;diff=13256"/>
		<updated>2021-10-12T06:10:53Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: mild editing and formatting pass, added a bit more info about autobombs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DDP SDOJ exA Label Logo.png|thumb|DDP SDOJ exA Label Logo|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou exA Label&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = DDP SDOJ exA Label Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = DDP SDOJ exA Label Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = exA Arcadia Team AM-2&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki&lt;br /&gt;
|&lt;br /&gt;
|program = trap15&lt;br /&gt;
|&lt;br /&gt;
|art = NAGI&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 31 Nov 2020&lt;br /&gt;
&lt;br /&gt;
|nextgame = None yet!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shot/Laser&lt;br /&gt;
* '''B:''' Bomb/Hyper&lt;br /&gt;
* '''C:''' Rapid Shot&lt;br /&gt;
* '''D:''' Bomb (exA Label only)&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Special names ====&lt;br /&gt;
These codes can be input on the name entry screen for an additional sound effect.&lt;br /&gt;
&lt;br /&gt;
* CAT&lt;br /&gt;
* CAV&lt;br /&gt;
* DDP&lt;br /&gt;
* EXA&lt;br /&gt;
* HIB&lt;br /&gt;
* HIK&lt;br /&gt;
* HIN&lt;br /&gt;
* INB&lt;br /&gt;
* MAR&lt;br /&gt;
* OPE&lt;br /&gt;
* OTL&lt;br /&gt;
* SAY&lt;br /&gt;
* SHU&lt;br /&gt;
&lt;br /&gt;
==== Menu codes ====&lt;br /&gt;
Press the below additional buttons when selecting a mode in the menu:&lt;br /&gt;
&lt;br /&gt;
* Left: switch to original music (exA Label, X Arrange only)&lt;br /&gt;
* Right: switch to arrange music (Original, Inbachi only)&lt;br /&gt;
* B: Activate overflow (Original mode) / Switch B and D buttons (exA Label)&lt;br /&gt;
* C: Disable gadgets&lt;br /&gt;
* D: Shift all gadgets to the bottom (Tate only)&lt;br /&gt;
&lt;br /&gt;
== exA Label ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Canceling ===&lt;br /&gt;
''exA Label'' adds a bullet-canceling effect to the Hyper system of ''SaiDaiOuJou'', which bears a strong resemblance to that used in ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]''. The ability of the Player to shoot down incoming bullets with the Hyper is influenced by the level of the Hyper being used and the current Rank. Higher-level Hypers are more capable of destroying bullets; on the other hand, higher rank makes it more difficult to destroy bullets.&lt;br /&gt;
&lt;br /&gt;
More generally, ''exA Label'''s scoring system includes bullet canceling as one of its core mechanics. In addition to the Hyper, which continuously cancels bullets while in use, the following actions now cause an instantaneous screen-clearing bullet cancel:&lt;br /&gt;
&lt;br /&gt;
* Collecting a Hidden Bee&lt;br /&gt;
* Collecting a Bomb Item&lt;br /&gt;
* Collecting an Extend Item&lt;br /&gt;
* Destroying specific enemies or stage elements &lt;br /&gt;
** When compared to ''SaiDaiOuJou'''s Original mode, ''exA Label'' features more enemies that cause screen clears. Most notably, the large tanks in Stage 4 and the large flying enemies in Stage 2 now cause a screen clear when defeated.&lt;br /&gt;
&lt;br /&gt;
The duration of these instantaneous cancels can vary with Rank; at higher Rank, cancels caused by Item and Bee collection last longer (but importantly, cancels caused by enemy destruction ''do not'').&amp;lt;ref name=&amp;quot;trap15Discord20211011&amp;quot;&amp;gt;SDOJ exA Label developer trap15, conversation in STG Rev. 2020 Discord server c. October 11, 2021 at 22:30 Pacific Time&amp;lt;/ref&amp;gt; All bullets canceled with instantaneous cancels are converted into Stars, which is crucial for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Rank ===&lt;br /&gt;
&lt;br /&gt;
''exA Label'' expands on the Rank system of the base game, increasing the Rank cap to 100 (compared to 50) and making the increase and decrease of Rank more dramatic. The Player has more influence over increasing and decreasing the Rank, and there are scoring and survival incentives for doing so. The table below summarizes the actions that have an effect on Rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank Change&lt;br /&gt;
|-&lt;br /&gt;
| Stage Completion || +10&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Activation || +(Hyper Level + 5)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Manual Bomb || -10&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || -20&amp;lt;ref name=&amp;quot;trap15Discord20211011&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Death || -15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rank has a significant impact on the game, both in terms of difficulty and scoring potential. The Rank system creates a very strong positive feedback loop: As Rank rises, more opportunities are created to cancel bullets for score and generate Hyper more rapidly through grazing and bullet canceling, and if the Player takes advantage of those opportunities to use more Hypers, they will raise the Rank, and the cycle will repeat. It creates an extremely satisfying gameplay dynamic, but it can also be difficult to control - if the Rank gets high enough, it can be difficult (or at least take many resources) to bring it back down safely.&lt;br /&gt;
&lt;br /&gt;
Rank has the following effects on gameplay:&lt;br /&gt;
&lt;br /&gt;
* Increases bullet speed dramatically&lt;br /&gt;
* Increases bullet density dramatically&lt;br /&gt;
* At higher Rank, bullets are more difficult to cancel with low-level Hyper Shot. At very high Rank, only a Max (Level 10) Hyper is consistently effective at canceling bullets.&lt;br /&gt;
* Bullet patterns change and become more difficult at higher Rank. This is particularly notable against Bosses, which often switch to patterns similar to those from Expert mode in regular ''SaiDaiOuJou'' when at high Rank.&lt;br /&gt;
* At maxed Rank, all Stars generated by the Hyper and cancel mechanics are Large Stars instead of Small Stars. Large Stars are worth many times more points; maxing Rank is thus crucial for scoring.&lt;br /&gt;
&lt;br /&gt;
=== Bomb System ===&lt;br /&gt;
&lt;br /&gt;
''exA Label'' changes the behavior of the Bomb mechanics slightly when compared to regular ''SaiDaiOuJou'':&lt;br /&gt;
&lt;br /&gt;
* The MAXIMUM bonus has been removed. There is no bonus for excess Bombs in ''exA Label''.&lt;br /&gt;
* There are additional Bomb pickups in most stages.&lt;br /&gt;
* The bullet-canceling effect of the Bomb has been enhanced. The initial cancel will produce Large Stars from all on-screen bullets; subsequent canceled bullets during the Bomb's duration will produce Small Stars.&lt;br /&gt;
* The Player will only gain a single Bomb back after losing a life.&lt;br /&gt;
* The Autobomb system has been revamped:&lt;br /&gt;
** There is no option to enable or disable Autobomb when selecting Ship and Dress types.&lt;br /&gt;
** When the Player is on their last stock and has at least one bomb, the Player will use an Autobomb when hit.&amp;lt;ref name=&amp;quot;trap15Discord20211011&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt; This bomb consumes the entire available bomb stock, lasts a shorter time than a standard bomb, and is weaker than a standard bomb.&lt;br /&gt;
*** Note that this can be triggered multiple times - if the Player collects another Bomb, they can use an Autobomb again. As long as they are on their last life stock and have at least one Bomb, an Autobomb will be triggered on hit.&lt;br /&gt;
&lt;br /&gt;
In general, Bombs have been converted into a more strategic resource. The penalty for using them has been removed; there is no benefit (aside from an inconsequential one-time score bonus) for collecting surplus Bombs, so the Player is encouraged to use them intentionally. As noted in the Rank explanation above, using a Bomb manually reduces the Rank by 10 points, which makes them extremely valuable tools for Rank control. They also do significant damage to all targets on screen, and provide a long period of invulnerability - these properties can be used to deal massive damage to high-priority targets safely, like boss parts. The continuous generation of Stars (and thus Hyper meter) also makes Bombs strategically valuable to rapidly rebuild Hypers in certain scoring situations.&lt;br /&gt;
&lt;br /&gt;
Bombs are extremely strong and versatile in ''exA Label'', and it is in the Player's interest to use them often!&lt;br /&gt;
&lt;br /&gt;
=== Hyper System ===&lt;br /&gt;
&lt;br /&gt;
''exA Label'' mode changes the behavior of the Hyper system from the original game. As mentioned above, the Shot from an active Hyper will cancel incoming bullets; the effectiveness of the Hyper at canceling bullets is proportional to the level of the active Hyper. Similar to canceled bullets in ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'', canceled bullets in ''exA Label'' will occasionally spawn a 'secondary bullet' that will be aimed directly at the player. These secondary bullets move at high speed, and can be extremely dangerous if they spawn at strange angles or unexpected times. Care must be taken when switching between Hyper Shot and Hyper Laser, or when approaching the end of a Hyper, to manipulate the secondary bullets in a way that allows them to be safely dodged. Secondary bullets appear more frequently at higher rank, but whether this is because of an intentional game balance decision or because there are simply many more bullets on screen at higher rank is not currently known.&lt;br /&gt;
&lt;br /&gt;
The duration of the Hyper is also influenced by the Hyper level, and for low-level Hypers is significantly shorter than the Hyper duration in original ''SaiDaiOuJou''. Somewhat unintuitively, this is actually a beneficial feature for scoreplay; shorter duration low-level Hypers can be used to rapidly raise Rank in the early stages, which is crucial for score routing.&lt;br /&gt;
&lt;br /&gt;
The initial activation of the Hyper will cancel all bullets currently on screen into Stars. If Rank is maxed at 100, all Stars generated this way will be Large Stars. Bullets canceled by the Hyper Shot are converted into Hits, which feeds into the scoring system.&lt;br /&gt;
&lt;br /&gt;
An important note for players accustomed to the Hyper mechanics of the base game - Hypers in ''exA Label'' have significantly fewer invulnerability frames when activated!&lt;br /&gt;
&lt;br /&gt;
''exA Label'' also gives the Player more options to build and recharge Hypers. In addition to the chain-based Hyper generation mechanics of the original game, ''SaiDaiOuJou exA Label'' adds new mechanisms to rapidly gain Hyper meter:&lt;br /&gt;
&lt;br /&gt;
* Bullet Grazing&lt;br /&gt;
** Seemingly taking some inspiration from ''[[DoDonPachi_II_Bee_Storm|DoDonPachi II: Bee Storm]]'', grazing incoming bullets will increment the Hyper gauge. Though only a small increase per-bullet, when grazing large numbers of bullets this can cause Hypers to build extremely quickly. Bullets will display a differently colored 'aura' effect when they are being grazed.&lt;br /&gt;
* Collecting Hidden Bees &lt;br /&gt;
** Collected Bees now give a minimum of 1 full level of Hyper charge. However, because the Bees also cancel bullets into Stars, it is possible to cancel a large number of bullets when collecting a Bee and gain more than one Hyper as a result of the subsequent Star collection. The final bee in a Bee Perfect stage does not contribute any additional levels.&lt;br /&gt;
&lt;br /&gt;
=== Overall Game Changes ===&lt;br /&gt;
&lt;br /&gt;
''exA Label'' mode makes several balance and gameplay adjustments to the overall game that cannot be neatly categorized. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dress System&amp;quot; from ''SaiDaiOuJou'' does not have any gameplay effect in ''exA Label'', but it does return as an aesthetic option. Players are free to select whichever Dress they choose, with no effect on game difficulty in this mode.&lt;br /&gt;
&lt;br /&gt;
Many bullet patterns are significantly re-tuned or redesigned. This is most notable with Boss patterns, particularly against Byakko and Seiryuu (the Stage 2 and 4 Bosses, respectively). Seiryuu's first phase patterns have been adjusted to be more consistent, and the final pattern of the fight has been made significantly more aggressive, which results in a completely different dodging and safespot strategy. &lt;br /&gt;
&lt;br /&gt;
Bosses and Mid-Bosses now feature destructible parts, each with their own separate health pools and lifebars. Destroying all parts of the boss sometimes causes patterns to become much more dangerous, but sometimes weakens them considerably. As each part is destroyed, the enemy may react (for example, they might be blown sideways by a weapon explosion), and the subsequent patterns may change. These parts can offer unique situations for survival play - the parts themselves block damage to the 'main body' of the Boss or Mid-Boss, so destroying them is sometimes a necessity. In some cases (such as the fight against Kouryuu at the end of Stage 5), a well-placed Bomb can be used to quickly damage or destroy multiple parts at once, and trivialize an otherwise-difficult part of the fight. Learning which parts to destroy, and when, can be very useful when planning Boss encounters.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Extend item condition during the Stage 4 Mid-Boss fight has also been adjusted. In addition to a no-bomb requirement, the Player must also defeat the Mid-Boss with an active Hyper to receive the Extend item.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Grazing charges hyper.&lt;br /&gt;
* Rank increases bullets and bee/bomb/1up cancel duration.&lt;br /&gt;
* Hypers cancel to small stars on activation and big stars on activation resulting in rank &amp;gt;= 100.&lt;br /&gt;
* Cancelling bullets increases hits and gives some points.&lt;br /&gt;
* Star values are multiplied by hit counter.&lt;br /&gt;
* Bombing cancels to big stars on start and then for duration cancels to small stars.&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
X Arrange is inspired from the Xbox 360 exclusive arrange, with the below notable differences:&lt;br /&gt;
&lt;br /&gt;
* The HP counter continuously drains during gameplay. It is possible to replenish it by picking up items or destroying bosses.&lt;br /&gt;
* Shot is the same difficulty as Laser.&lt;br /&gt;
* Slowdown is based on exA Label.&lt;br /&gt;
&lt;br /&gt;
=== HP Counter ===&lt;br /&gt;
&lt;br /&gt;
The HP counter continuously drains at an estimated rate of 20 HP / second.&lt;br /&gt;
It is halved during boss fights to 10 HP / second.&lt;br /&gt;
&lt;br /&gt;
The following actions affect the counter:&lt;br /&gt;
&lt;br /&gt;
* Destroying a boss: +1000&lt;br /&gt;
* Destroying a midboss: +800&lt;br /&gt;
* Picking up the 8th bee in a stage: +500&lt;br /&gt;
* Destroying a boss part: +400&lt;br /&gt;
* Picking up a bee item: +200&lt;br /&gt;
* Picking up a big star during hyper: +7&lt;br /&gt;
* Picking up a small star during hyper: +3&lt;br /&gt;
* Picking up a big star outside of hyper: +1&lt;br /&gt;
* Manual bomb: -1200&lt;br /&gt;
* Autobomb: -2000&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
&lt;br /&gt;
A few non-game-breaking bugs are present, mostly related to Freeplay and mode disable.&lt;br /&gt;
&lt;br /&gt;
* When other modes are disabled, pressing the start button in freeplay during the demonstration will start a credit with 3 lives, even if the default was changed in the test menu.&lt;br /&gt;
* If only exA Label is enabled, pressing left and start on the title menu will disable the music in stage instead of switching to the original soundtrack.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:VxD|VxD]]: Initial bring up, secrets&lt;br /&gt;
* [[User:Softdrink|Softdrink]]: Gameplay explanation, differences compared to ''SaiDaiOuJou''&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou_exA_Label&amp;diff=13252</id>
		<title>DoDonPachi SaiDaiOuJou exA Label</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou_exA_Label&amp;diff=13252"/>
		<updated>2021-10-12T05:29:13Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Dynamic Rank */  corrected autobomb rank change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DDP SDOJ exA Label Logo.png|thumb|DDP SDOJ exA Label Logo|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou exA Label&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = DDP SDOJ exA Label Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = DDP SDOJ exA Label Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = exA Arcadia Team AM-2&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki&lt;br /&gt;
|&lt;br /&gt;
|program = trap15&lt;br /&gt;
|&lt;br /&gt;
|art = NAGI&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 31 Nov 2020&lt;br /&gt;
&lt;br /&gt;
|nextgame = None yet!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shot/Laser&lt;br /&gt;
* '''B:''' Bomb/Hyper&lt;br /&gt;
* '''C:''' Rapid Shot&lt;br /&gt;
* '''D:''' Bomb (exA Label only)&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Special names ====&lt;br /&gt;
These codes can be input on the name entry screen for an additional sound effect.&lt;br /&gt;
&lt;br /&gt;
* CAT&lt;br /&gt;
* CAV&lt;br /&gt;
* DDP&lt;br /&gt;
* EXA&lt;br /&gt;
* HIB&lt;br /&gt;
* HIK&lt;br /&gt;
* HIN&lt;br /&gt;
* INB&lt;br /&gt;
* MAR&lt;br /&gt;
* OPE&lt;br /&gt;
* OTL&lt;br /&gt;
* SAY&lt;br /&gt;
* SHU&lt;br /&gt;
&lt;br /&gt;
==== Menu codes ====&lt;br /&gt;
Press the below additional buttons when selecting a mode in the menu:&lt;br /&gt;
&lt;br /&gt;
* Left: switch to original music (exA Label, X Arrange only)&lt;br /&gt;
* Right: switch to arrange music (Original, Inbachi only)&lt;br /&gt;
* B: Activate overflow (Original mode) / Switch B and D buttons (exA Label)&lt;br /&gt;
* C: Disable gadgets&lt;br /&gt;
* D: Shift all gadgets to the bottom (Tate only)&lt;br /&gt;
&lt;br /&gt;
== exA Label ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Canceling ===&lt;br /&gt;
''Exa Label'' adds a bullet-canceling effect to the Hyper system of ''SaiDaiOuJou'', which bears a strong resemblance to that used in ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]''. The ability of the Player to shoot down incoming bullets with the Hyper is influenced by the level of the Hyper being used and the current Rank; lower-level Hypers are less capable of destroying bullets, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
More generally, ''Exa Label'''s scoring system is designed around bullet canceling as one of the core mechanics. In addition to the Hyper, which continuously cancels bullets while in use, the following actions now cause an instantaneous screen-clearing bullet cancel:&lt;br /&gt;
&lt;br /&gt;
* Collecting a Hidden Bee&lt;br /&gt;
* Collecting a Bomb Item&lt;br /&gt;
* Collecting an Extend Item&lt;br /&gt;
* Destroying specific enemies or stage elements &lt;br /&gt;
** When compared to ''SaiDaiOuJou'''s Original mode, ''Exa Label'' features more enemies that cause screen clears. Most notably, the large tanks in Stage 4 and the large flying enemies in Stage 2 now cause a screen clear when defeated.&lt;br /&gt;
&lt;br /&gt;
The duration of these instantaneous cancels varies with Rank; at higher Rank, these cancels last longer. All bullets canceled with instantaneous cancels are converted into Stars, which is crucial for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Rank ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' expands on the Rank system of the base game, increasing the Rank cap to 100 (compared to 50) and making the increase and decrease of Rank more dramatic. The Player has more influence over increasing and decreasing the Rank, and there are scoring and survival incentives for doing so. The table below summarizes the actions that have an effect on Rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank Change&lt;br /&gt;
|-&lt;br /&gt;
| Stage Completion || +10&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Activation || +(Hyper Level + 5)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Manual Bomb || -10&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || -20&lt;br /&gt;
|-&lt;br /&gt;
| Death || -15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rank has a significant impact on the game, both in terms of difficulty and scoring potential. The Rank system creates a very strong positive feedback loop: As Rank rises, more opportunities are created to cancel bullets for score and generate Hyper more rapidly through grazing and bullet canceling, and if the Player takes advantage of those opportunities to use more Hypers, they will raise the Rank, and the cycle will repeat. It creates an extremely satisfying gameplay dynamic, but it can also be difficult to control - if the Rank gets high enough, it can be difficult (or at least take many resources) to bring it back down safely.&lt;br /&gt;
&lt;br /&gt;
Rank has the following effects on gameplay:&lt;br /&gt;
&lt;br /&gt;
* Increases bullet speed dramatically&lt;br /&gt;
* Increases bullet density dramatically&lt;br /&gt;
* At higher Rank, bullets are more difficult to cancel with low-level Hyper Shot. At very high Rank, only a Max (Level 10) Hyper is consistently effective at canceling bullets.&lt;br /&gt;
* Bullet patterns change and become more difficult at higher Rank. This is particularly notable against Bosses, which often switch to patterns similar to those from Expert mode in regular ''SaiDaiOuJou'' when at high Rank.&lt;br /&gt;
* At maxed Rank, all Stars generated by the Hyper and cancel mechanics are Large Stars instead of Small Stars. Large Stars are worth many times more points; maxing Rank is thus crucial for scoring.&lt;br /&gt;
&lt;br /&gt;
=== Bomb System ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' changes the behavior of the Bomb mechanics slightly when compared to regular ''SaiDaiOuJou'':&lt;br /&gt;
&lt;br /&gt;
* The MAXIMUM bonus has been removed. There is no bonus for excess Bombs in ''Exa Label''.&lt;br /&gt;
* There are additional Bomb pickups in most stages.&lt;br /&gt;
* The bullet-canceling effect of the Bomb has been enhanced. The initial cancel will produce Large Stars from all on-screen bullets; subsequent canceled bullets during the Bomb's duration will produce Small Stars.&lt;br /&gt;
* The Player will only gain a single Bomb back after losing a life.&lt;br /&gt;
* The Autobomb system has been revamped:&lt;br /&gt;
** Autobomb is forced ''off'', and there is no option to enable it when selecting Ship and Dress types.&lt;br /&gt;
** Autobomb is forcibly re-enabled when the Player is on their final life. When there are no lives in stock, the Player will automatically use a bomb when hit; this bomb will consume the entire available bomb stock.&lt;br /&gt;
*** Note that this can be triggered multiple times - if the Player gains another life after triggering the Autobomb, then dies, they will get another Autobomb on their 'new' final life.&lt;br /&gt;
&lt;br /&gt;
In general, Bombs have been converted into a more strategic resource. The penalty for using them has been removed; there is no benefit (aside from an inconsequential one-time score bonus) for collecting surplus Bombs, so the Player is encouraged to use them intentionally. As noted in the Rank explanation above, using a Bomb manually reduces the Rank by 10 points, which makes them extremely valuable tools for Rank control. They also do significant damage to all targets on screen, and provide a long period of invulnerability - these properties can be used to deal massive damage to high-priority targets safely, like boss parts. The continuous generation of Stars (and thus Hyper meter) also makes Bombs strategically valuable to rapidly rebuild Hypers in certain scoring situations.&lt;br /&gt;
&lt;br /&gt;
Bombs are extremely strong and versatile in ''Exa Label'', and it is in the Player's interest to use them often!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hyper System ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' mode changes the behavior of the Hyper system from the original game. As mentioned above, the Shot from an active Hyper will cancel incoming bullets; the effectiveness of the Hyper at canceling bullets is proportional to the level of the active Hyper. Similar to canceled bullets in ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'', canceled bullets in ''Exa Label'' will occasionally spawn a 'secondary bullet' that will be aimed directly at the player. These secondary bullets move at high speed, and can be extremely dangerous if they spawn at strange angles or unexpected times. Care must be taken when switching between Hyper Shot and Hyper Laser, or when approaching the end of a Hyper, to manipulate the secondary bullets in a way that allows them to be safely dodged. Secondary bullets appear more frequently at higher rank, but whether this is because of an intentional game balance decision or because there are simply many more bullets on screen at higher rank is not currently known.&lt;br /&gt;
&lt;br /&gt;
The duration of the Hyper is also influenced by the Hyper level, and for low-level Hypers is significantly shorter than the Hyper duration in original ''SaiDaiOuJou''. Somewhat unintuitively, this is actually a beneficial feature for scoreplay; shorter duration low-level Hypers can be used to rapidly raise Rank in the early stages, which is crucial for score routing.&lt;br /&gt;
&lt;br /&gt;
The initial activation of the Hyper will cancel all bullets currently on screen into Stars. If Rank is maxed at 100, all Stars generated this way will be Large Stars. Bullets canceled by the Hyper Shot are converted into Hits, which feeds into the scoring system.&lt;br /&gt;
&lt;br /&gt;
An important note for players accustomed to the Hyper mechanics of the base game - Hypers in ''Exa Label'' have significantly fewer invulnerability frames when activated!&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' also gives the Player more options to build and recharge Hypers. In addition to the chain-based Hyper generation mechanics of the original game, ''SaiDaiOuJou Exa Label'' adds new mechanisms to rapidly gain Hyper meter:&lt;br /&gt;
&lt;br /&gt;
* Bullet Grazing&lt;br /&gt;
** Seemingly taking some inspiration from ''[[DoDonPachi_II_Bee_Storm|DoDonPachi II: Bee Storm]]'', grazing incoming bullets will increment the Hyper gauge. Though only a small increase per-bullet, when grazing large numbers of bullets this can cause Hypers to build extremely quickly. Bullets will display a differently colored 'aura' effect when they are being grazed.&lt;br /&gt;
* Collecting Hidden Bees &lt;br /&gt;
** Collected Bees now give a minimum of 1 full level of Hyper charge. However, because the Bees also cancel bullets into Stars, it is possible to cancel a large number of bullets when collecting a Bee and gain more than one Hyper as a result of the subsequent Star collection. The final bee in a Bee Perfect stage does not contribute any additional levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overall Game Changes ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' mode makes several balance and gameplay adjustments to the overall game that cannot be neatly categorized. &lt;br /&gt;
&lt;br /&gt;
Many bullet patterns are significantly re-tuned or redesigned. This is most notable with Boss patterns, particularly against Byakko and Seiryuu (the Stage 2 and 4 Bosses, respectively). Seiryuu's first phase patterns have been adjusted to be more consistent, while the final pattern of the fight has been made significantly more aggressive, resulting in a completely different dodging and safespot strategy. &lt;br /&gt;
&lt;br /&gt;
Bosses and Mid-Bosses now feature destructible parts, each with their own separate health pools and lifebars. Destroying all parts of the boss sometimes causes patterns to become much more dangerous, but sometimes weakens them considerably. As each part is destroyed, the enemy may react (for example, they might be blown sideways by a weapon explosion), and the subsequent patterns may change. These parts can offer unique situations for survival play - the parts themselves block damage to the 'main body' of the Boss or Mid-Boss, so destroying them is sometimes a necessity. In some cases (such as the fight against Kouryuu at the end of Stage 5), a well-placed Bomb can be used to quickly damage or destroy multiple parts at once, and trivialize an otherwise-difficult part of the fight. Learning which parts to destroy, and when, can be very useful when planning Boss encounters.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Extend item condition during the Stage 4 Mid-Boss fight has also been adjusted. In addition to a no-bomb requirement, in ''Exa Label'' the Player must also defeat the Mid-Boss with an active Hyper to receive the Extend item.&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Grazing charges hyper.&lt;br /&gt;
* Rank increases bullets and bee/bomb/1up cancel duration.&lt;br /&gt;
* Hypers cancel to small stars on activation and big stars on activation resulting in rank &amp;gt;= 100.&lt;br /&gt;
* Cancelling bullets increases hits and gives some points.&lt;br /&gt;
* Star values are multiplied by hit counter.&lt;br /&gt;
* Bombing cancels to big stars on start and then for duration cancels to small stars.&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
X Arrange is inspired from the Xbox 360 exclusive arrange, with the below notable differences:&lt;br /&gt;
&lt;br /&gt;
* The HP counter continuously drains during gameplay. It is possible to replenish it by picking up items or destroying bosses.&lt;br /&gt;
* Shot is the same difficulty as Laser.&lt;br /&gt;
* Slowdown is based on exA Label.&lt;br /&gt;
&lt;br /&gt;
=== HP Counter ===&lt;br /&gt;
&lt;br /&gt;
The HP counter continuously drains at an estimated rate of 20 HP / second.&lt;br /&gt;
It is halved during boss fights to 10 HP / second.&lt;br /&gt;
&lt;br /&gt;
The following actions affect the counter:&lt;br /&gt;
&lt;br /&gt;
* Destroying a boss: +1000&lt;br /&gt;
* Destroying a midboss: +800&lt;br /&gt;
* Picking up the 8th bee in a stage: +500&lt;br /&gt;
* Destroying a boss part: +400&lt;br /&gt;
* Picking up a bee item: +200&lt;br /&gt;
* Picking up a big star during hyper: +7&lt;br /&gt;
* Picking up a small star during hyper: +3&lt;br /&gt;
* Picking up a big star outside of hyper: +1&lt;br /&gt;
* Manual bomb: -1200&lt;br /&gt;
* Autobomb: -2000&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
&lt;br /&gt;
A few non-game-breaking bugs are present, mostly related to Freeplay and mode disable.&lt;br /&gt;
&lt;br /&gt;
* When other modes are disabled, pressing the start button in freeplay during the demonstration will start a credit with 3 lives, even if the default was changed in the test menu.&lt;br /&gt;
* If only exA Label is enabled, pressing left and start on the title menu will disable the music in stage instead of switching to the original soundtrack.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:VxD|VxD]]: Initial bring up, secrets&lt;br /&gt;
* [[User:Softdrink|Softdrink]]: Gameplay explanation, differences compared to ''SaiDaiOuJou''&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou_exA_Label&amp;diff=13250</id>
		<title>DoDonPachi SaiDaiOuJou exA Label</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou_exA_Label&amp;diff=13250"/>
		<updated>2021-10-12T05:24:50Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: slight rearrangement of info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DDP SDOJ exA Label Logo.png|thumb|DDP SDOJ exA Label Logo|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou exA Label&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = DDP SDOJ exA Label Logo.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = DDP SDOJ exA Label Logo&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = exA Arcadia Team AM-2&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki&lt;br /&gt;
|&lt;br /&gt;
|program = trap15&lt;br /&gt;
|&lt;br /&gt;
|art = NAGI&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 31 Nov 2020&lt;br /&gt;
&lt;br /&gt;
|nextgame = None yet!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shot/Laser&lt;br /&gt;
* '''B:''' Bomb/Hyper&lt;br /&gt;
* '''C:''' Rapid Shot&lt;br /&gt;
* '''D:''' Bomb (exA Label only)&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Special names ====&lt;br /&gt;
These codes can be input on the name entry screen for an additional sound effect.&lt;br /&gt;
&lt;br /&gt;
* CAT&lt;br /&gt;
* CAV&lt;br /&gt;
* DDP&lt;br /&gt;
* EXA&lt;br /&gt;
* HIB&lt;br /&gt;
* HIK&lt;br /&gt;
* HIN&lt;br /&gt;
* INB&lt;br /&gt;
* MAR&lt;br /&gt;
* OPE&lt;br /&gt;
* OTL&lt;br /&gt;
* SAY&lt;br /&gt;
* SHU&lt;br /&gt;
&lt;br /&gt;
==== Menu codes ====&lt;br /&gt;
Press the below additional buttons when selecting a mode in the menu:&lt;br /&gt;
&lt;br /&gt;
* Left: switch to original music (exA Label, X Arrange only)&lt;br /&gt;
* Right: switch to arrange music (Original, Inbachi only)&lt;br /&gt;
* B: Activate overflow (Original mode) / Switch B and D buttons (exA Label)&lt;br /&gt;
* C: Disable gadgets&lt;br /&gt;
* D: Shift all gadgets to the bottom (Tate only)&lt;br /&gt;
&lt;br /&gt;
== exA Label ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Canceling ===&lt;br /&gt;
''Exa Label'' adds a bullet-canceling effect to the Hyper system of ''SaiDaiOuJou'', which bears a strong resemblance to that used in ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]''. The ability of the Player to shoot down incoming bullets with the Hyper is influenced by the level of the Hyper being used and the current Rank; lower-level Hypers are less capable of destroying bullets, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
More generally, ''Exa Label'''s scoring system is designed around bullet canceling as one of the core mechanics. In addition to the Hyper, which continuously cancels bullets while in use, the following actions now cause an instantaneous screen-clearing bullet cancel:&lt;br /&gt;
&lt;br /&gt;
* Collecting a Hidden Bee&lt;br /&gt;
* Collecting a Bomb Item&lt;br /&gt;
* Collecting an Extend Item&lt;br /&gt;
* Destroying specific enemies or stage elements &lt;br /&gt;
** When compared to ''SaiDaiOuJou'''s Original mode, ''Exa Label'' features more enemies that cause screen clears. Most notably, the large tanks in Stage 4 and the large flying enemies in Stage 2 now cause a screen clear when defeated.&lt;br /&gt;
&lt;br /&gt;
The duration of these instantaneous cancels varies with Rank; at higher Rank, these cancels last longer. All bullets canceled with instantaneous cancels are converted into Stars, which is crucial for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Rank ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' expands on the Rank system of the base game, increasing the Rank cap to 100 (compared to 50) and making the increase and decrease of Rank more dramatic. The Player has more influence over increasing and decreasing the Rank, and there are scoring and survival incentives for doing so. The table below summarizes the actions that have an effect on Rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank Change&lt;br /&gt;
|-&lt;br /&gt;
| Stage Completion || +10&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Activation || +(Hyper Level + 5)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Manual Bomb || -10&lt;br /&gt;
|-&lt;br /&gt;
| Autobomb || -5 (?)&lt;br /&gt;
|-&lt;br /&gt;
| Death || -15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rank has a significant impact on the game, both in terms of difficulty and scoring potential. The Rank system creates a very strong positive feedback loop: As Rank rises, more opportunities are created to cancel bullets for score and generate Hyper more rapidly through grazing and bullet canceling, and if the Player takes advantage of those opportunities to use more Hypers, they will raise the Rank, and the cycle will repeat. It creates an extremely satisfying gameplay dynamic, but it can also be difficult to control - if the Rank gets high enough, it can be difficult (or at least take many resources) to bring it back down safely.&lt;br /&gt;
&lt;br /&gt;
Rank has the following effects on gameplay:&lt;br /&gt;
&lt;br /&gt;
* Increases bullet speed dramatically&lt;br /&gt;
* Increases bullet density dramatically&lt;br /&gt;
* At higher Rank, bullets are more difficult to cancel with low-level Hyper Shot. At very high Rank, only a Max (Level 10) Hyper is consistently effective at canceling bullets.&lt;br /&gt;
* Bullet patterns change and become more difficult at higher Rank. This is particularly notable against Bosses, which often switch to patterns similar to those from Expert mode in regular ''SaiDaiOuJou'' when at high Rank.&lt;br /&gt;
* At maxed Rank, all Stars generated by the Hyper and cancel mechanics are Large Stars instead of Small Stars. Large Stars are worth many times more points; maxing Rank is thus crucial for scoring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bomb System ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' changes the behavior of the Bomb mechanics slightly when compared to regular ''SaiDaiOuJou'':&lt;br /&gt;
&lt;br /&gt;
* The MAXIMUM bonus has been removed. There is no bonus for excess Bombs in ''Exa Label''.&lt;br /&gt;
* There are additional Bomb pickups in most stages.&lt;br /&gt;
* The bullet-canceling effect of the Bomb has been enhanced. The initial cancel will produce Large Stars from all on-screen bullets; subsequent canceled bullets during the Bomb's duration will produce Small Stars.&lt;br /&gt;
* The Player will only gain a single Bomb back after losing a life.&lt;br /&gt;
* The Autobomb system has been revamped:&lt;br /&gt;
** Autobomb is forced ''off'', and there is no option to enable it when selecting Ship and Dress types.&lt;br /&gt;
** Autobomb is forcibly re-enabled when the Player is on their final life. When there are no lives in stock, the Player will automatically use a bomb when hit; this bomb will consume the entire available bomb stock.&lt;br /&gt;
*** Note that this can be triggered multiple times - if the Player gains another life after triggering the Autobomb, then dies, they will get another Autobomb on their 'new' final life.&lt;br /&gt;
&lt;br /&gt;
In general, Bombs have been converted into a more strategic resource. The penalty for using them has been removed; there is no benefit (aside from an inconsequential one-time score bonus) for collecting surplus Bombs, so the Player is encouraged to use them intentionally. As noted in the Rank explanation above, using a Bomb manually reduces the Rank by 10 points, which makes them extremely valuable tools for Rank control. They also do significant damage to all targets on screen, and provide a long period of invulnerability - these properties can be used to deal massive damage to high-priority targets safely, like boss parts. The continuous generation of Stars (and thus Hyper meter) also makes Bombs strategically valuable to rapidly rebuild Hypers in certain scoring situations.&lt;br /&gt;
&lt;br /&gt;
Bombs are extremely strong and versatile in ''Exa Label'', and it is in the Player's interest to use them often!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hyper System ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' mode changes the behavior of the Hyper system from the original game. As mentioned above, the Shot from an active Hyper will cancel incoming bullets; the effectiveness of the Hyper at canceling bullets is proportional to the level of the active Hyper. Similar to canceled bullets in ''[[DoDonPachi_DaiFukkatsu|DoDonPachi DaiFukkatsu]]'', canceled bullets in ''Exa Label'' will occasionally spawn a 'secondary bullet' that will be aimed directly at the player. These secondary bullets move at high speed, and can be extremely dangerous if they spawn at strange angles or unexpected times. Care must be taken when switching between Hyper Shot and Hyper Laser, or when approaching the end of a Hyper, to manipulate the secondary bullets in a way that allows them to be safely dodged. Secondary bullets appear more frequently at higher rank, but whether this is because of an intentional game balance decision or because there are simply many more bullets on screen at higher rank is not currently known.&lt;br /&gt;
&lt;br /&gt;
The duration of the Hyper is also influenced by the Hyper level, and for low-level Hypers is significantly shorter than the Hyper duration in original ''SaiDaiOuJou''. Somewhat unintuitively, this is actually a beneficial feature for scoreplay; shorter duration low-level Hypers can be used to rapidly raise Rank in the early stages, which is crucial for score routing.&lt;br /&gt;
&lt;br /&gt;
The initial activation of the Hyper will cancel all bullets currently on screen into Stars. Bullets canceled by the Hyper Shot are also converted into Stars. If Rank is maxed at 100, all Stars generated this way will be Large Stars.&lt;br /&gt;
&lt;br /&gt;
An important note for players accustomed to the Hyper mechanics of the base game - Hypers in ''Exa Label'' have significantly fewer invulnerability frames when activated!&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' also gives the Player more options to build and recharge Hypers. In addition to the chain-based Hyper generation mechanics of the original game, ''SaiDaiOuJou Exa Label'' adds new mechanisms to rapidly gain Hyper meter:&lt;br /&gt;
&lt;br /&gt;
* Bullet Grazing&lt;br /&gt;
** Seemingly taking some inspiration from ''[[DoDonPachi_II_Bee_Storm|DoDonPachi II: Bee Storm]]'', grazing incoming bullets will increment the Hyper gauge. Though only a small increase per-bullet, when grazing large numbers of bullets this can cause Hypers to build extremely quickly. Bullets will display a differently colored 'aura' effect when they are being grazed.&lt;br /&gt;
* Collecting Hidden Bees &lt;br /&gt;
** Collected Bees now give a minimum of 1 full level of Hyper charge. However, because the Bees also cancel bullets into Stars, it is possible to cancel a large number of bullets when collecting a Bee and gain more than one Hyper as a result of the subsequent Star collection. The final bee in a Bee Perfect stage does not contribute any additional levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overall Game Changes ===&lt;br /&gt;
&lt;br /&gt;
''Exa Label'' mode makes several balance and gameplay adjustments to the overall game that cannot be neatly categorized. &lt;br /&gt;
&lt;br /&gt;
Many bullet patterns are significantly re-tuned or redesigned. This is most notable with Boss patterns, particularly against Byakko and Seiryuu (the Stage 2 and 4 Bosses, respectively). Seiryuu's first phase patterns have been adjusted to be more consistent, while the final pattern of the fight has been made significantly more aggressive, resulting in a completely different dodging and safespot strategy. &lt;br /&gt;
&lt;br /&gt;
Bosses and Mid-Bosses now feature destructible parts, each with their own separate health pools and lifebars. Destroying all parts of the boss sometimes causes patterns to become much more dangerous, but sometimes weakens them considerably. As each part is destroyed, the enemy may react (for example, they might be blown sideways by a weapon explosion), and the subsequent patterns may change. These parts can offer unique situations for survival play - the parts themselves block damage to the 'main body' of the Boss or Mid-Boss, so destroying them is sometimes a necessity. In some cases (such as the fight against Kouryuu at the end of Stage 5), a well-placed Bomb can be used to quickly damage or destroy multiple parts at once, and trivialize an otherwise-difficult part of the fight. Learning which parts to destroy, and when, can be very useful when planning Boss encounters.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Extend item condition during the Stage 4 Mid-Boss fight has also been adjusted. In addition to a no-bomb requirement, in ''Exa Label'' the Player must also defeat the Mid-Boss with an active Hyper to receive the Extend item.&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Grazing charges hyper.&lt;br /&gt;
* Rank increases bullets and bee/bomb/1up cancel duration.&lt;br /&gt;
* Hypers cancel to small stars on activation and big stars on activation resulting in rank &amp;gt;= 100.&lt;br /&gt;
* Cancelling bullets increases hits and gives some points.&lt;br /&gt;
* Star values are multiplied by hit counter.&lt;br /&gt;
* Bombing cancels to big stars on start and then for duration cancels to small stars.&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
X Arrange is inspired from the Xbox 360 exclusive arrange, with the below notable differences:&lt;br /&gt;
&lt;br /&gt;
* The HP counter continuously drains during gameplay. It is possible to replenish it by picking up items or destroying bosses.&lt;br /&gt;
* Shot is the same difficulty as Laser.&lt;br /&gt;
* Slowdown is based on exA Label.&lt;br /&gt;
&lt;br /&gt;
=== HP Counter ===&lt;br /&gt;
&lt;br /&gt;
The HP counter continuously drains at an estimated rate of 20 HP / second.&lt;br /&gt;
It is halved during boss fights to 10 HP / second.&lt;br /&gt;
&lt;br /&gt;
The following actions affect the counter:&lt;br /&gt;
&lt;br /&gt;
* Destroying a boss: +1000&lt;br /&gt;
* Destroying a midboss: +800&lt;br /&gt;
* Picking up the 8th bee in a stage: +500&lt;br /&gt;
* Destroying a boss part: +400&lt;br /&gt;
* Picking up a bee item: +200&lt;br /&gt;
* Picking up a big star during hyper: +7&lt;br /&gt;
* Picking up a small star during hyper: +3&lt;br /&gt;
* Picking up a big star outside of hyper: +1&lt;br /&gt;
* Manual bomb: -1200&lt;br /&gt;
* Autobomb: -2000&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
&lt;br /&gt;
A few non-game-breaking bugs are present, mostly related to Freeplay and mode disable.&lt;br /&gt;
&lt;br /&gt;
* When other modes are disabled, pressing the start button in freeplay during the demonstration will start a credit with 3 lives, even if the default was changed in the test menu.&lt;br /&gt;
* If only exA Label is enabled, pressing left and start on the title menu will disable the music in stage instead of switching to the original soundtrack.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:VxD|VxD]]: Initial bring up, secrets&lt;br /&gt;
* [[User:Softdrink|Softdrink]]: Gameplay explanation, differences compared to ''SaiDaiOuJou''&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=11975</id>
		<title>DoDonPachi DaiFukkatsu Black Label Arrange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=11975"/>
		<updated>2021-09-06T23:07:07Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #b81000&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label Arrange&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = BLA_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = '''Xbox 360:''' AMI&amp;lt;/br&amp;gt; '''Steam:''' Degica&lt;br /&gt;
|&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|planning = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|music = Jake &amp;quot;virt&amp;quot; Kaufman&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360:''' Feb 3, 2011&amp;lt;ref&amp;gt;[https://www.cave.co.jp/gameonline/Xbox360/daifukkatu/black/ Cave announcement page]&amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; '''Steam:''' Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' &amp;lt;small&amp;gt;(short DDP DFK BL Arrange; often nicknamed '''Ketsuipachi''')&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu Black Label|DoDonpachi DaiFukkatsu Black Label]] that borrows from [[Ketsui: Kizuna Jigoku Tachi|Ketsui]] the chip system and the Tiger Schwert ship.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' is a four-button game with five levels and an extra last boss stage in the end. Completing these levels under certain conditions will trigger a fight with the [[True Last Boss]], HIVAC. The scoring system involves destroying enemies up close with the wide shot to start a chip chain, and then by destroying enemies with the laser to collect chips and increase the hit combo.&lt;br /&gt;
&lt;br /&gt;
[[File:BLA screencap.png|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
# Red gauge: rank meter which can be increase &amp;amp; decreased through various actions.&lt;br /&gt;
# Maximum hit chain&lt;br /&gt;
# GP Value&lt;br /&gt;
# Hyper/bomb charge: when this meter fills, the player will receive a hyper/bomb; or, will get put into Maximum mode if their stock is full.&lt;br /&gt;
# Life stock&lt;br /&gt;
# Chain timer&lt;br /&gt;
# Hit counter&lt;br /&gt;
# Bomb/hyper stock&lt;br /&gt;
# Chip cache; each slot tells how many of each chip size you have picked up on a stage.&lt;br /&gt;
# Remaining hyper duration&lt;br /&gt;
# &amp;quot;Status&amp;quot;; when this circle is red you cannot bomb/hyper - you must wait until it turns green to do so. It can also turn red when you have exhausted your bomb/hyper stock.&lt;br /&gt;
# Countdown chip timer: the number of frames remaining wherein all enemies killed with Shot will drop a specific chip size regardless of proximity.&lt;br /&gt;
# Countdown chip size: the size of chips that can be dropped in the current span of chip time; can be increased during said span. Resets to and stays at a 1-chip (unless a new chain begins) when the timer hits 0, on death, or using a bomb.&lt;br /&gt;
# Countdown chip timer&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard wide shot weapon.&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon, with your options locking to targets in front of you. Note that your laser comes out far later than other DFK modes.&lt;br /&gt;
* '''B:''' Uses a bomb. If you are locked on, the bomb's explosions will target that enemy and focus the damage.&lt;br /&gt;
* '''C:''' Auto-fire for the standard wide shot.&lt;br /&gt;
* '''D:''' Activate a hyper.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding shot+auto increases your damage output.&lt;br /&gt;
&lt;br /&gt;
=== Ship and Resources ===&lt;br /&gt;
----&lt;br /&gt;
There is only one ship available to the player, the Tiger Schwert. This ship has 6 options, and its firepower is similar to bomb style from the standard Black Label mode. However, this firepower achieved differently. The laser deals less damage than in bomb style, but your options dealing a total of twice as much damage as your laser when all 6 are locked on.&lt;br /&gt;
&lt;br /&gt;
Bombs and hypers are a shared resource. Filling up the hyper gauge adds an additional bomb, if there is a spare bomb slot available.&lt;br /&gt;
&lt;br /&gt;
Like Black Label’s strong style, your laser can push back large enemy lasers. There are, however, some important differences in Black Label Arrange. The number of bomb slots cannot be increased from the starting 3. Using a bomb will not temporarily max out the RED gauge. Autobombs cannot be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''RED Gauge System'''&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label Arrange has a dynamic rank system, with the current rank denoted by the RED gauge. There are jumps in difficulty that occur when the RED gauge reaches 33%, 66%, and 100% full, for a total of 4 distinct difficulty levels. Shot+auto does slightly more damage with a full RED gauge. RED gauge also influences the chip system, hyper system, and hit combo system (detailed further below).&lt;br /&gt;
&lt;br /&gt;
Actions that increase RED gauge:&lt;br /&gt;
* Collecting 10 and 5-chips (sharply increased with 10-chips).&lt;br /&gt;
* Holding shot+auto.&lt;br /&gt;
* Collecting a bee medal (flashing bees give twice as much RED gauge increase).&lt;br /&gt;
* All options locking on to a single point (sharp increase, depending on ship's proximity to lock-on point and whether a hyper is active; this is most relevant during midboss and boss fights).&lt;br /&gt;
&lt;br /&gt;
Actions that decrease RED gauge:&lt;br /&gt;
* Collecting chips of size 3 or lower.&lt;br /&gt;
* Only pressing shot, only pressing auto, or not shooting at all.&lt;br /&gt;
* Dying or using a bomb (sets RED gauge to 0).&lt;br /&gt;
* Collecting small or large stars (sharply decreased with large stars).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chip System'''&lt;br /&gt;
&lt;br /&gt;
Chip chaining works very similarly to [[Ketsui: Kizuna Jigoku Tachi|Ketsui]]. When an enemy is destroyed with wide shot, chips are created. Chips can have a value of 1, 2, 3, 4, 5, and 10. The value of the chips created depends primarily on your vertical distance from the enemy, as well as current RED gauge and whether a hyper is active. Higher than 66% RED gauge increases minimum distance needed for a given value chip, while an active hyper lowers the minimum distance. Destroying an enemy with wide shot also starts a chip timer, starting at 55, that decreases as time progresses. Destroying enemies with laser will generate chips based on the chip value attached to that timer, regardless of distance to the enemy ship. This timer increases whenever an enemy is destroyed. Using wide shot increases the timer greatly, but less chips are generated. Using laser generates more chips, but the timer increases less. If too much time passes without shooting, the chip chain timer will decrease rapidly. Chips add to the hit combo, get point value, hyper gauge (when the RED gauge is high), and a small amount to your score. Note, chip chains can be started with laser, but they have a value of 1 and a very short timer.&lt;br /&gt;
&lt;br /&gt;
If you destroy the source of a laser with your wide shot, the enemy's laser will be cancelled into chips based on the current chip chain. If that enemy is instead destroyed with laser, the enemy's laser will instead be cancelled into stars (small stars for small laser, large stars for large laser).&lt;br /&gt;
&lt;br /&gt;
Chip chains can be started by using wide shot when destroying boss phases as well. The remaining bullets onscreen between phases will converted into chips. This is can be useful for increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hyper System'''&lt;br /&gt;
&lt;br /&gt;
Hyper gauge is increased by hitting enemies (especially with laser aura) and collecting flashing bees. This amount is increased with a high RED gauge. In addition, with a high RED gauge, chips add to your hyper gauge. The amount of hyper gained is proportional to your current hit combo (8000 hits provides the maximum amount), and is not influenced by the chip value.&lt;br /&gt;
&lt;br /&gt;
When activating a hyper, all bullets onscreen are canceled and your hit combo is increased by the bullet count. If a chip chain is active, all bullets onscreen are cancelled into chips. If there is no chip chain active, bullets are cancelled into stars instead. Large stars are created when the RED gauge is 66% or greater (when the RED gauge is &amp;quot;red&amp;quot;), and small stars are created when the RED gauge is less than 66% (when the RED gauge is &amp;quot;blue&amp;quot;). Additionally, when a hyper expires naturally, bullets are cancelled into stars based on the same RED gauge rules above. Cancelling a hyper results in the removal of all bullets onscreen, but no chips or stars are generated.&lt;br /&gt;
&lt;br /&gt;
When in hyper, your ship outputs more damage. However, if enemy bullets contact your shot, your shot damage will be reduced. This has some notable effects. When there are bullets onscreen and a hyper is active, wide shot is your most damaging attack, especially at mid-range and far away. Laser+hyper will often be weaker than standard laser, unless you are close enough to an enemy for laser aura damage to contribute. When close up, hyper+laser has slightly less damage output than hyper+wide shot. Additionally, when using laser, only the lock-on options contribute to erasing bullets. As a result, without a lock-on, your ship can be quite vulnerable to stray bullets. A higher RED gauge makes bullets more difficult to erase. However, RED gauge's effect on erasing bullets becomes insignificant as hyper rank increases, detailed below.&lt;br /&gt;
&lt;br /&gt;
There is a hyper rank system as well. Using a hyper increases hyper rank by 1, and hyper rank can reach a maximum of 5. Dying decreases hyper rank by 1. Hyper rank is reset to 0 at the start of each stage. While in a hyper, hyper rank slightly increases bullet speed and the amount of slowdown that occurs. Unique to this mode, higher hyper rank results in more effective erasing of bullets. Activating a hyper, cancelling a hyper, or letting a hyper wear off grants a short period of invincibility. For hyper activation, the duration of invincibility you are granted is dependent on your hyper rank: the higher your hyper rank, the shorter your period of invincibility. Cancelling a hyper or letting a hyper expire grants a longer and constant invincibility period, unaffected by hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
 item                    GP gain            score increase&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
 1-chip                  1            1 * hit combo +  101&lt;br /&gt;
 2-chip                  2            2 * hit combo +  204&lt;br /&gt;
 3-chip                  4            3 * hit combo +  409&lt;br /&gt;
 4-chip                  8            4 * hit combo +  816&lt;br /&gt;
 5-chip                 16            5 * hit combo + 1625&lt;br /&gt;
 10-chip                64           10 * hit combo + 6400&lt;br /&gt;
 large airborne star    10                              GP&lt;br /&gt;
 small airborne star     5                         GP / 10&lt;br /&gt;
 large ground star       0                 200 * hit combo&lt;br /&gt;
 small ground star       0                 500 * hit combo&lt;br /&gt;
&lt;br /&gt;
'''Chips'''&lt;br /&gt;
&lt;br /&gt;
Come in sizes of 1, 2, 3, 4, 5, and 10. Chips add to your hit combo based on their number value, increase your hyper gauge (if your RED gauge is high), increase or decrease the RED gauge, and give a minor increase to GP and score.&lt;br /&gt;
&lt;br /&gt;
'''Airborne Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars are important for scoring. Large stars give score equivalent to your current GP, and increases your GP value by 10. Small stars give score equivalent to your current GP/10, and increases your GP value by 5.&lt;br /&gt;
&lt;br /&gt;
'''Ground Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars give score equivalent to 500 * hit combo, and small stars give score equivalent to 200 * hit combo.&lt;br /&gt;
&lt;br /&gt;
'''Bee Medals'''&lt;br /&gt;
&lt;br /&gt;
All stages contain 7 hidden bee items, with 2 extra in the Ura route. Bee medals are revealed by hitting their location with the tip of your laser. Bees periodically flash white. Revealed bees start out flashed white, but turn yellow quickly. Collecting a bee when it is flashing white will cancel all bullets onscreen into large stars and increase your hyper gauge by an amount dependent on your current RED gauge. Higher RED gauge yields more hyper gauge increase. Collecting a yellow bee turns all bullets onscreen into small stars.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the Maximum mode. Being in the Maximum mode gives a continuous (but negligible) score bonus.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life and turns all bullets onscreen into small stars. Found by destroying the big generator tower in stage 3 after the midboss. You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
There is no second loop, but there are Ura midbosses. Stage 1 Ura route requirements:&lt;br /&gt;
# no-miss&lt;br /&gt;
# destroy 3 silos; the first one must be destroyed with high RED gauge&lt;br /&gt;
# collect 300 10-chips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Golden Disaster requirements:&lt;br /&gt;
# 1 credit&lt;br /&gt;
# at least one of the following:&lt;br /&gt;
#* maximum of 2 bombs used &lt;br /&gt;
#* destroy 3 bosses with a full RED gauge&lt;br /&gt;
#* lose no more than 1 life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TLB requirements:&lt;br /&gt;
# meet the extra stage requirements&lt;br /&gt;
# collect all 45 bees (therefore, Ura midboss route is required)&lt;br /&gt;
# do not use a continue during the Golden Disaster fight&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Hit Combo System'''&lt;br /&gt;
&lt;br /&gt;
Despite the addition of [[Ketsui: Kizuna Jigoku Tachi|Ketsui's]] chip system, the base of the scoring in this game is the hit combo system of [[DoDonpachi DaiFukkatsu]] (refer to that page for a more detailed description). There are, however, some notable differences. The only way to drop a chain is to use a bomb (and even then, the chain can be saved if a hyper is used immediately following the bomb). The multiplier gets applied at different hit values:&lt;br /&gt;
       0 - 999 hits:      1x&lt;br /&gt;
    1000 - 1999 hits:     2x&lt;br /&gt;
    2000 - 3999 hits:     3x&lt;br /&gt;
    4000 - 5999 hits:     4x&lt;br /&gt;
    6000 - 7999 hits:     5x&lt;br /&gt;
    8000 - 99,999 hits:   6x&lt;br /&gt;
 100,000 - 199,999 hits:  7x&lt;br /&gt;
 200,000 - 299,999 hits:  8x&lt;br /&gt;
           300,000+ hits: 9x&lt;br /&gt;
When the RED gauge is greater than 66% full, this multiplier is applied and your hit combo increases more rapidly. This multiplier is also applied when a hyper is active.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Main Game ===&lt;br /&gt;
&lt;br /&gt;
Bombs are generally seldom used. Hyper+wide shot does more damage and doesn't risk dropping your hit combo. Reaching 8000 hits is an important milestone for stage, to fully take advantage of chip contributions to hyper gauge. Keeping a high RED gauge is useful for quickly gaining hyper gauge (especially from chips), which provides improves survivability and usually outweighs the higher difficulty incurred by the high RED gauge. A hyper can be cancelled shortly after activation, which means any chips that were generated from cancelled bullets will count towards increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring for any given stage will follow the same general pattern. Hypers are used at the start of the stage to cancel bullets into high value chips, to reach at least 8,000 hits for the x6 GP multiplier. On stages 4 and 5, it's possible to reach 100k and 200k hit combo threshold with good routing. Keep the RED gauge greater than 66% or have an active hyper throughout the majority of the stage to keep the multiplier active and build up your GP. After you reach the threshold for the multiplier, hypers are used to cancel bullets into large stars. Since large stars drastically lower the RED gauge, you risk losing the multiplier when the hyper wears off. Therefore, going for gold stars late in the stage is less risky and will still yield good score.&lt;br /&gt;
&lt;br /&gt;
Midbosses give a substantial amount of GP, so it's important to finish them off with an active multiplier. Some midbosses are followed by popcorn enemies, so a bomb followed immediately by a hyper (to avoid dropping the chain) can be used to finish the midboss early. A boss will drop large gold stars when finished off with maximum RED gauge, which can be a substantial portion of your stage score.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the score potential from the extra stage far outweighs the score possible from the main game.&lt;br /&gt;
&lt;br /&gt;
=== Extra Stage ===&lt;br /&gt;
&lt;br /&gt;
It's important to note, when fighting Golden Disaster and HIVAC's final pattern, hypers become less effective at canceling bullets with higher hyper rank. Additionally, for the HIVAC fight, there is only one jump in difficulty, and this occurs when the RED gauge is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring the extra stage consists of building up GP until HIVAC's final phase, then milking the last phase for large stars. Golden Disaster has a base GP of 6 million, and each phase of HIVAC has a base GP of 100 million.&lt;br /&gt;
&lt;br /&gt;
Since Golden Disaster contributes a relatively small amount to GP, it is more important to focus on increasing your hit combo to 8000 before HIVAC's 2nd phase. A very consistent way to do so is to intentionally die at the start Golden Disaster's laser maze attack, and then use the short invincibility period to kill it point-blank and collect 10-chips from the cancelled lasers. If you wish to apply the hit combo multiplier to the Golden Disaster, it is possible to do so alongside the 10-chip laser cancel if the kill is properly timed for when Golden Disaster is &amp;quot;low&amp;quot; in its hover cycle. Doing so will net ~65 billion points per multiplier increment by the end of the stage. Be warned, this cancel is very inconsistent with a hyper active and puts the x6 multiplier on finishing off HIVAC's first phase at risk, so this should only be attempted when going for a top-level score.&lt;br /&gt;
&lt;br /&gt;
For the HIVAC fight, focus on finishing off the first and second phases with an active hit combo multiplier. For the third phase, milk large stars by letting hypers expire with a 66% or greater RED gauge. If properly set up, each large star gives 1.2 billion points (plus the GP gained from Golden Disaster).&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
This game is a training simulation, based on the events of [[DoDonPachi DaiFukkatsu]], for the pilots in [[Ketsui: Kizuna Jigoku Tachi|Ketsui]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Two promotional videos were released for the Xbox 360 disc release of Black Label, linked below in the video references section. Footage of Black Label Arrange appears in both. The first video shows gameplay with many differences from the release version of Black Label Arrange:&lt;br /&gt;
* Extends occur at 5 billion and 50 billion points.&lt;br /&gt;
* The Tiger Schwert uses the green laser from Black Label's Type B ship. Shots from the lock-on options are still yellow like final release.&lt;br /&gt;
* Shots from the lock-on options do not turn orange at maximum RED gauge.&lt;br /&gt;
* The chip timer decreases far faster (by 1 per frame, instead of 1 per 3 frames).&lt;br /&gt;
* It is more difficult to increase the chip timer once a chip chain is started.&lt;br /&gt;
* Hidden bees can be green, and behave the same as their Black Label counterparts.&lt;br /&gt;
* The Tiger Schwert's laser does not repel large enemy lasers.&lt;br /&gt;
* There is far less slowdown.&lt;br /&gt;
* When a hyper is active, the Tiger Schwert's shot turns a bright pink color, similar to Arrange A's boosted hyper.&lt;br /&gt;
The second video shows gameplay that is identical to the final release.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* The Steam version allows for HIVAC practice, while the Xbox 360 version does not.&lt;br /&gt;
* The Xbox 360 version has a glitch which allows for the ship to deal increased damage when the options are locked on to a single point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The GP value in training mode is capped at 100 million.&lt;br /&gt;
* It is possible to lock on to HIVAC's counter-bombs.&lt;br /&gt;
* On the Steam port, in training mode, if you attempt to start at the stage 1 boss fight after having selected route B, the game will crash.&lt;br /&gt;
* It is not possible to start a chip chain off some of the small tank enemies in stage 3. This is most apparent with the small tanks immediately following the midboss.&lt;br /&gt;
* For the laser wheels in stage 5:&lt;br /&gt;
** The density of the laser wheels increases with max hit combo. From 15,000 hits, density increases every 3,000 hits and peak density is reached at 33,000 hits.&lt;br /&gt;
** The laser wheels can be damaged by the ship's laser aura. Though it is possible to destroy them, it's not practical. Even with an active hyper and close up, they have so much hp that it still takes more than 5 seconds to destroy them.&lt;br /&gt;
** If hold shot while your ship is in the center of a laser wheel and both a hyper and chip combo is active, the wheels will continuously spawn chips if they are being damaged by your ship's laser aura.&lt;br /&gt;
* When the RED gauge is greater than 66%, the Tiger Schwert has an extended laser aura located behind the ship.&lt;br /&gt;
[[File:BLA lower aura.png|center|thumb|240px|Extended area of aura damage.]]&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;
[[DoDonPachi DaiFukkatsu Black Label/Video Index#Black Label Arrange|Video index for Black Label Arrange]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ua5DX65-TA Sample survival play of the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bNUaUeobutk Sample scoring setup for the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FPUEmCGR8fw PV1 footage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ht0CdMTr5KA PV2 footage]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# [[User:Raadgiver|Raadgiver]]: initial author, original research; additional info gained from:&lt;br /&gt;
## [[User:trap15|trap15]]: suggested that RED gauge affected the type of chip created when starting a chain&lt;br /&gt;
## NoutA RiN: provided hit combo multiplier table&lt;br /&gt;
## [[User:SpinoSTG|SpinoSTG]]: provided info about standard Black Label, used for highlighting contrasts between it and Black Label Arrange; HIVAC bomb trivia&lt;br /&gt;
# [[User:SMayfield|SMayfield]]: provided UI screencap and explanation; provided cheat engine tables, useful for confirming what the RED gauge influences&lt;br /&gt;
# [[User:Softdrink|Softdrink]]: provided scan of the instruction manual, which gave information about RED gauge affecting bullet erasing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11827</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11827"/>
		<updated>2021-08-25T00:58:32Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Basics */ shortened equation slightly for better readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/20 * ( enemy_speed/2  +  global_speed/100  + 1) +&lt;br /&gt;
               enemy_hp/20 * (enemy_density/2 + global_density/100 + 1)&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity. These formulas are calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. &lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the ''DoDonPachi'' bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440.&lt;br /&gt;
Boss Speed and Boss Density Ranks can be broken down into two parts -- a &amp;quot;base&amp;quot; value, and an &amp;quot;at-risk&amp;quot; portion -- each ranging from 0 to 720. The base value never decreases. &lt;br /&gt;
&lt;br /&gt;
If you get hit while using '''auto''', the boss’s at-risk '''speed''' rank decreases by 1. &lt;br /&gt;
If you get hit while using '''laser''', the boss’s at-risk '''density''' rank decreases by 1. &lt;br /&gt;
&lt;br /&gt;
The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of '''boss speed rank''', '''boss density rank,''' '''global speed rank''', '''global density rank''', and '''high score''' for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
 '''H''' = the high score of the current stage being played&lt;br /&gt;
 '''global_speed''' = Global Speed Rank for the stage  &lt;br /&gt;
 '''global_density''' = Global Density Rank for the stage&lt;br /&gt;
 '''boss_speed''' = Boss's current Speed rank&lt;br /&gt;
 '''boss_density''' = Boss's current Density rank&lt;br /&gt;
  '''total_speed''' = score contribution from speed rank, calculated into the base formula&lt;br /&gt;
  '''total_density''' = score contribution from density rank&lt;br /&gt;
    '''boss_score''' = final amount awarded to the player as score for defeating the boss&lt;br /&gt;
&lt;br /&gt;
Total speed rank contribution to boss score:&lt;br /&gt;
 '''total_speed''' = (global_speed / 10) + (boss_speed + 1)&lt;br /&gt;
Total density rank contribution to boss score:&lt;br /&gt;
 '''total_density''' = (global_density / 10) + (boss_density + 1)&lt;br /&gt;
Base formula for boss score (calculated before boss rank is updated):&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with '''auto''', score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with '''laser''', score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11673</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11673"/>
		<updated>2021-08-21T18:24:44Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */ changed formulas back, since the new versions of them weren't correct. the idea I'm trying to express with, for example, the base formula, is: boss_score = [total_speed * (H/20,000)] + [total_density * (H/20,000)']&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity. These formulas are calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. &lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the ''DoDonPachi'' bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440.&lt;br /&gt;
Boss Speed and Boss Density Ranks can be broken down into two parts -- a &amp;quot;base&amp;quot; value, and an &amp;quot;at-risk&amp;quot; portion -- each ranging from 0 to 720. The base value never decreases. &lt;br /&gt;
&lt;br /&gt;
If you get hit while using '''auto''', the boss’s at-risk '''speed''' rank decreases by 1. &lt;br /&gt;
If you get hit while using '''laser''', the boss’s at-risk '''density''' rank decreases by 1. &lt;br /&gt;
&lt;br /&gt;
The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of '''boss speed rank''', '''boss density rank,''' '''global speed rank''', '''global density rank''', and '''high score''' for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
 '''H''' = the high score of the current stage being played&lt;br /&gt;
 '''global_speed''' = Global Speed Rank for the stage  &lt;br /&gt;
 '''global_density''' = Global Density Rank for the stage&lt;br /&gt;
 '''boss_speed''' = Boss's current Speed rank&lt;br /&gt;
 '''boss_density''' = Boss's current Density rank&lt;br /&gt;
  '''total_speed''' = score contribution from speed rank, calculated into the base formula&lt;br /&gt;
  '''total_density''' = score contribution from density rank&lt;br /&gt;
    '''boss_score''' = final amount awarded to the player as score for defeating the boss&lt;br /&gt;
&lt;br /&gt;
Total speed rank contribution to boss score:&lt;br /&gt;
 '''total_speed''' = (global_speed / 10) + (boss_speed + 1)&lt;br /&gt;
Total density rank contribution to boss score:&lt;br /&gt;
 '''total_density''' = (global_density / 10) + (boss_density + 1)&lt;br /&gt;
Base formula for boss score (calculated before boss rank is updated):&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with '''auto''', score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with '''laser''', score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11167</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11167"/>
		<updated>2021-07-29T03:04:21Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */ rearranged formulas for correctness, since integer division is neither associative nor commutative&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
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== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
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The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
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&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
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== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
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'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
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=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity. These formulas are calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. &lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = H/20,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss_score = H/10,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11165</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11165"/>
		<updated>2021-07-28T06:23:08Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity. These formulas are calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. &lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11164</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11164"/>
		<updated>2021-07-28T05:59:49Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Advanced */ mild rearrangement of info for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity. These formulas are calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. &lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=11163</id>
		<title>DoDonPachi DaiFukkatsu Black Label Arrange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=11163"/>
		<updated>2021-07-28T05:57:28Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Trivia */ wheels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #b81000&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label Arrange&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = BLA_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = '''Xbox 360:''' AMI&amp;lt;/br&amp;gt; '''Steam:''' Degica&lt;br /&gt;
|&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|planning = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|music = Jake &amp;quot;virt&amp;quot; Kaufman&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360:''' Feb 3, 2011&amp;lt;ref&amp;gt;[https://www.cave.co.jp/gameonline/Xbox360/daifukkatu/black/ Cave announcement page]&amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; '''Steam:''' Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' &amp;lt;small&amp;gt;(short DDP DFK BL Arrange; often nicknamed '''Ketsuipachi''')&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu Black Label|DoDonpachi DaiFukkatsu Black Label]] that borrows from [[Ketsui: Kizuna Jigoku Tachi|Ketsui]] the chip system and the Tiger Schwert ship.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' is a four-button game with five levels and an extra last boss stage in the end. Completing these levels under certain conditions will trigger a fight with the [[True Last Boss]], HIVAC. The scoring system involves destroying enemies up close with the wide shot to start a chip chain, and then by destroying enemies with the laser to collect chips and increase the hit combo.&lt;br /&gt;
&lt;br /&gt;
[[File:BLA screencap.png|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
# Red gauge: rank meter which can be increase &amp;amp; decreased through various actions.&lt;br /&gt;
# Maximum hit chain&lt;br /&gt;
# GP Value&lt;br /&gt;
# Hyper/bomb charge: when this meter fills, the player will receive a hyper/bomb; or, will get put into Maximum mode if their stock is full.&lt;br /&gt;
# Life stock&lt;br /&gt;
# Chain timer&lt;br /&gt;
# Hit counter&lt;br /&gt;
# Bomb/hyper stock&lt;br /&gt;
# Chip cache; each slot tells how many of each chip size you have picked up on a stage.&lt;br /&gt;
# Remaining hyper duration&lt;br /&gt;
# &amp;quot;Status&amp;quot;; when this circle is red you cannot bomb/hyper - you must wait until it turns green to do so. It can also turn red when you have exhausted your bomb/hyper stock.&lt;br /&gt;
# Countdown chip timer: the number of frames remaining wherein all enemies killed with Shot will drop a specific chip size regardless of proximity.&lt;br /&gt;
# Countdown chip size: the size of chips that can be dropped in the current span of chip time; can be increased during said span. Resets to and stays at a 1-chip (unless a new chain begins) when the timer hits 0, on death, or using a bomb.&lt;br /&gt;
# Countdown chip timer&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard wide shot weapon.&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon, with your options locking to targets in front of you. Note that your laser comes out far later than other DFK modes.&lt;br /&gt;
* '''B:''' Uses a bomb. If you are locked on, the bomb's explosions will target that enemy and focus the damage.&lt;br /&gt;
* '''C:''' Auto-fire for the standard wide shot.&lt;br /&gt;
* '''D:''' Activate a hyper.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding shot+auto increases your damage output.&lt;br /&gt;
&lt;br /&gt;
=== Ship and Resources ===&lt;br /&gt;
----&lt;br /&gt;
There is only one ship available to the player, the Tiger Schwert. This ship has 6 options, and its firepower is similar to bomb style from the standard Black Label mode. However, this firepower achieved differently. The laser deals less damage than in bomb style, but your options dealing a total of twice as much damage as your laser when all 6 are locked on.&lt;br /&gt;
&lt;br /&gt;
Bombs and hypers are a shared resource. Filling up the hyper gauge adds an additional bomb, if there is a spare bomb slot available.&lt;br /&gt;
&lt;br /&gt;
Like Black Label’s strong style, your laser can push back large enemy lasers. There are, however, some important differences in Black Label Arrange. The number of bomb slots cannot be increased from the starting 3. Using a bomb will not temporarily max out the RED gauge. Autobombs cannot be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''RED Gauge System'''&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label Arrange has a dynamic rank system, with the current rank denoted by the RED gauge. There are jumps in difficulty that occur when the RED gauge reaches 33%, 66%, and 100% full, for a total of 4 distinct difficulty levels. Shot+auto does slightly more damage with a full RED gauge. RED gauge also influences the chip system, hyper system, and hit combo system (detailed further below).&lt;br /&gt;
&lt;br /&gt;
Actions that increase RED gauge:&lt;br /&gt;
* Collecting 10 and 5-chips (sharply increased with 10-chips).&lt;br /&gt;
* Holding shot+auto.&lt;br /&gt;
* Collecting a bee medal (flashing bees give twice as much RED gauge increase).&lt;br /&gt;
* All options locking on to a single point (sharp increase, depending on ship's proximity to lock-on point and whether a hyper is active; this is most relevant during midboss and boss fights).&lt;br /&gt;
&lt;br /&gt;
Actions that decrease RED gauge:&lt;br /&gt;
* Collecting chips of size 3 or lower.&lt;br /&gt;
* Only pressing shot, only pressing auto, or not shooting at all.&lt;br /&gt;
* Dying or using a bomb (sets RED gauge to 0).&lt;br /&gt;
* Collecting small or large stars (sharply decreased with large stars).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chip System'''&lt;br /&gt;
&lt;br /&gt;
Chip chaining works very similarly to [[Ketsui: Kizuna Jigoku Tachi|Ketsui]]. When an enemy is destroyed with wide shot, chips are created. Chips can have a value of 1, 2, 3, 4, 5, and 10. The value of the chips created depends primarily on your vertical distance from the enemy, as well as current RED gauge and whether a hyper is active. Higher than 66% RED gauge increases minimum distance needed for a given value chip, while an active hyper lowers the minimum distance. Destroying an enemy with wide shot also starts a chip timer, starting at 55, that decreases as time progresses. Destroying enemies with laser will generate chips based on the chip value attached to that timer, regardless of distance to the enemy ship. This timer increases whenever an enemy is destroyed. Using wide shot increases the timer greatly, but less chips are generated. Using laser generates more chips, but the timer increases less. If too much time passes without shooting, the chip chain timer will decrease rapidly. Chips add to the hit combo, get point value, hyper gauge (when the RED gauge is high), and a small amount to your score. Note, chip chains can be started with laser, but they have a value of 1 and a very short timer.&lt;br /&gt;
&lt;br /&gt;
If you destroy the source of a laser with your wide shot, the enemy's laser will be cancelled into chips based on the current chip chain. If that enemy is instead destroyed with laser, the enemy's laser will instead be cancelled into stars (small stars for small laser, large stars for large laser).&lt;br /&gt;
&lt;br /&gt;
Chip chains can be started by using wide shot when destroying boss phases as well. The remaining bullets onscreen between phases will converted into chips. This is can be useful for increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hyper System'''&lt;br /&gt;
&lt;br /&gt;
Hyper gauge is increased by hitting enemies (especially with laser aura) and collecting flashing bees. This amount is increased with a high RED gauge. In addition, with a high RED gauge, chips add to your hyper gauge. The amount of hyper gained is proportional to your current hit combo (8000 hits provides the maximum amount), and is not influenced by the chip value.&lt;br /&gt;
&lt;br /&gt;
When activating a hyper, all bullets onscreen are canceled and your hit combo is increased by the bullet count. If a chip chain is active, all bullets onscreen are cancelled into chips. If there is no chip chain active, bullets are cancelled into stars instead. Large stars are created when the RED gauge is 66% or greater (when the RED gauge is &amp;quot;red&amp;quot;), and small stars are created when the RED gauge is less than 66% (when the RED gauge is &amp;quot;blue&amp;quot;). Additionally, when a hyper expires naturally, bullets are cancelled into stars based on the same RED gauge rules above. Cancelling a hyper results in the removal of all bullets onscreen, but no chips or stars are generated.&lt;br /&gt;
&lt;br /&gt;
When in hyper, your ship outputs more damage. However, if enemy bullets contact your shot, your shot damage will be reduced. This has some notable effects. When there are bullets onscreen and a hyper is active, wide shot is your most damaging attack, especially at mid-range and far away. Laser+hyper will often be weaker than standard laser, unless you are close enough to an enemy for laser aura damage to contribute. When close up, hyper+laser has slightly less damage output than hyper+wide shot. Additionally, when using laser, only the lock-on options contribute to erasing bullets. As a result, without a lock-on, your ship can be quite vulnerable to stray bullets. A higher RED gauge makes bullets more difficult to erase. However, RED gauge's effect on erasing bullets becomes insignificant as hyper rank increases, detailed below.&lt;br /&gt;
&lt;br /&gt;
There is a hyper rank system as well. Using a hyper increases hyper rank by 1, and hyper rank can reach a maximum of 5. Dying decreases hyper rank by 1. Hyper rank is reset to 0 at the start of each stage. While in a hyper, hyper rank slightly increases bullet speed and the amount of slowdown that occurs. Unique to this mode, higher hyper rank results in more effective erasing of bullets. Activating a hyper, cancelling a hyper, or letting a hyper wear off grants a short period of invincibility. For hyper activation, the duration of invincibility you are granted is dependent on your hyper rank: the higher your hyper rank, the shorter your period of invincibility. Cancelling a hyper or letting a hyper expire grants a longer and constant invincibility period, unaffected by hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
 item                    GP gain            score increase&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
 1-chip                  1            1 * hit combo +  101&lt;br /&gt;
 2-chip                  2            2 * hit combo +  204&lt;br /&gt;
 3-chip                  4            3 * hit combo +  409&lt;br /&gt;
 4-chip                  8            4 * hit combo +  816&lt;br /&gt;
 5-chip                 16            5 * hit combo + 1625&lt;br /&gt;
 10-chip                64           10 * hit combo + 6400&lt;br /&gt;
 large airborne star    10                              GP&lt;br /&gt;
 small airborne star     5                         GP / 10&lt;br /&gt;
 large ground star       0                 200 * hit combo&lt;br /&gt;
 small ground star       0                 500 * hit combo&lt;br /&gt;
&lt;br /&gt;
'''Chips'''&lt;br /&gt;
&lt;br /&gt;
Come in sizes of 1, 2, 3, 4, 5, and 10. Chips add to your hit combo based on their number value, increase your hyper gauge (if your RED gauge is high), increase or decrease the RED gauge, and give a minor increase to GP and score.&lt;br /&gt;
&lt;br /&gt;
'''Airborne Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars are important for scoring. Large stars give score equivalent to your current GP, and increases your GP value by 10. Small stars give score equivalent to your current GP/10, and increases your GP value by 5.&lt;br /&gt;
&lt;br /&gt;
'''Ground Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars give score equivalent to 500 * hit combo, and small stars give score equivalent to 200 * hit combo.&lt;br /&gt;
&lt;br /&gt;
'''Bee Medals'''&lt;br /&gt;
&lt;br /&gt;
All stages contain 7 hidden bee items, with 2 extra in the Ura route. Bee medals are revealed by hitting their location with the tip of your laser. Bees periodically flash white. Revealed bees start out flashed white, but turn yellow quickly. Collecting a bee when it is flashing white will cancel all bullets onscreen into large stars and increase your hyper gauge by an amount dependent on your current RED gauge. Higher RED gauge yields more hyper gauge increase. Collecting a yellow bee turns all bullets onscreen into small stars.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the Maximum mode. Being in the Maximum mode gives a continuous (but negligible) score bonus.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life and turns all bullets onscreen into small stars. Found by destroying the big generator tower in stage 3 after the midboss. You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
There is no second loop, but there are Ura midbosses. Stage 1 Ura route requirements:&lt;br /&gt;
# no-miss&lt;br /&gt;
# destroy 3 silos; the first one must be destroyed with high RED gauge&lt;br /&gt;
# collect 300 10-chips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Golden Disaster requirements:&lt;br /&gt;
# 1 credit&lt;br /&gt;
# at least one of the following:&lt;br /&gt;
#* maximum of 2 bombs used &lt;br /&gt;
#* destroy 3 bosses with a full RED gauge&lt;br /&gt;
#* lose no more than 1 life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TLB requirements:&lt;br /&gt;
# meet the extra stage requirements&lt;br /&gt;
# collect all 45 bees (therefore, Ura midboss route is required)&lt;br /&gt;
# do not use a continue during the Golden Disaster fight&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Hit Combo System'''&lt;br /&gt;
&lt;br /&gt;
Despite the addition of [[Ketsui: Kizuna Jigoku Tachi|Ketsui's]] chip system, the base of the scoring in this game is the hit combo system of [[DoDonpachi DaiFukkatsu]] (refer to that page for a more detailed description). There are, however, some notable differences. The only way to drop a chain is to use a bomb (and even then, the chain can be saved if a hyper is used immediately following the bomb). The multiplier gets applied at different hit values:&lt;br /&gt;
       0 - 999 hits:      1x&lt;br /&gt;
    1000 - 1999 hits:     2x&lt;br /&gt;
    2000 - 3999 hits:     3x&lt;br /&gt;
    4000 - 5999 hits:     4x&lt;br /&gt;
    6000 - 7999 hits:     5x&lt;br /&gt;
    8000 - 99,999 hits:   6x&lt;br /&gt;
 100,000 - 199,999 hits:  7x&lt;br /&gt;
 200,000 - 299,999 hits:  8x&lt;br /&gt;
           300,000+ hits: 9x&lt;br /&gt;
When the RED gauge is greater than 66% full, this multiplier is applied and your hit combo increases more rapidly. This multiplier is also applied when a hyper is active.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Main Game ===&lt;br /&gt;
&lt;br /&gt;
Bombs are generally seldom used. Hyper+wide shot does more damage and doesn't risk dropping your hit combo. Reaching 8000 hits is an important milestone for stage, to fully take advantage of chip contributions to hyper gauge. Keeping a high RED gauge is useful for quickly gaining hyper gauge (especially from chips), which provides improves survivability and usually outweighs the higher difficulty incurred by the high RED gauge. A hyper can be cancelled shortly after activation, which means any chips that were generated from cancelled bullets will count towards increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring for any given stage will follow the same general pattern. Hypers are used at the start of the stage to cancel bullets into high value chips, to reach at least 8,000 hits for the x6 GP multiplier. On stages 4 and 5, it's possible to reach 100k and 200k hit combo threshold with good routing. Keep the RED gauge greater than 66% or have an active hyper throughout the majority of the stage to keep the multiplier active and build up your GP. After you reach the threshold for the multiplier, hypers are used to cancel bullets into large stars. Since large stars drastically lower the RED gauge, you risk losing the multiplier when the hyper wears off. Therefore, going for gold stars late in the stage is less risky and will still yield good score.&lt;br /&gt;
&lt;br /&gt;
Midbosses give a substantial amount of GP, so it's important to finish them off with an active multiplier. Some midbosses are followed by popcorn enemies, so a bomb followed immediately by a hyper (to avoid dropping the chain) can be used to finish the midboss early. A boss will drop large gold stars when finished off with maximum RED gauge, which can be a substantial portion of your stage score.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the score potential from the extra stage far outweighs the score possible from the main game.&lt;br /&gt;
&lt;br /&gt;
=== Extra Stage ===&lt;br /&gt;
&lt;br /&gt;
It's important to note, when fighting Golden Disaster and HIVAC's final pattern, hypers become less effective at canceling bullets with higher hyper rank. Additionally, for the HIVAC fight, there is only one jump in difficulty, and this occurs when the RED gauge is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring the extra stage consists of building up GP until HIVAC's final phase, then milking the last phase for large stars. Golden Disaster has a base GP of 6 million, and each phase of HIVAC has a base GP of 100 million.&lt;br /&gt;
&lt;br /&gt;
Since Golden Disaster contributes a relatively small amount to GP, it is more important to focus on increasing your hit combo to 8000 before HIVAC's 2nd phase. A very consistent way to do so is to intentionally die at the start Golden Disaster's laser maze attack, and then use the short invincibility period to kill it point-blank and collect 10-chips from the cancelled lasers. If you wish to apply the hit combo multiplier to the Golden Disaster, it is possible to do so alongside the 10-chip laser cancel if the kill is properly timed for when Golden Disaster is &amp;quot;low&amp;quot; in its hover cycle. Doing so will net ~65 billion points per multiplier increment by the end of the stage. Be warned, this cancel is very inconsistent with a hyper active and puts the x6 multiplier on finishing off HIVAC's first phase at risk, so this should only be attempted when going for a top-level score.&lt;br /&gt;
&lt;br /&gt;
For the HIVAC fight, focus on finishing off the first and second phases with an active hit combo multiplier. For the third phase, milk large stars by letting hypers expire with a 66% or greater RED gauge. If properly set up, each large star gives 1.2 billion points (plus the GP gained from Golden Disaster).&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
This game is a training simulation, based on the events of [[DoDonPachi DaiFukkatsu]], for the pilots in [[Ketsui: Kizuna Jigoku Tachi|Ketsui]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Two promotional videos were released for the Xbox 360 disc release of Black Label, linked below in the video references section. Footage of Black Label Arrange appears in both. The first video shows gameplay with many differences from the release version of Black Label Arrange:&lt;br /&gt;
* Extends occur at 5 billion and 50 billion points.&lt;br /&gt;
* The Tiger Schwert uses the green laser from Black Label's Type B ship. Shots from the lock-on options are still yellow like final release.&lt;br /&gt;
* Shots from the lock-on options do not turn orange at maximum RED gauge.&lt;br /&gt;
* The chip timer decreases far faster (by 1 per frame, instead of 1 per 3 frames).&lt;br /&gt;
* It is more difficult to increase the chip timer once a chip chain is started.&lt;br /&gt;
* Hidden bees can be green, and behave the same as their Black Label counterparts.&lt;br /&gt;
* The Tiger Schwert's laser does not repel large enemy lasers.&lt;br /&gt;
* There is far less slowdown.&lt;br /&gt;
* When a hyper is active, the Tiger Schwert's shot turns a bright pink color, similar to Arrange A's boosted hyper.&lt;br /&gt;
The second video shows gameplay that is identical to the final release.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* The Steam version allows for HIVAC practice, while the Xbox 360 version does not.&lt;br /&gt;
* The Xbox 360 version has a glitch which allows for the ship to deal increased damage when the options are locked on to a single point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The GP value in training mode is capped at 100 million.&lt;br /&gt;
* It is possible to lock on to HIVAC's counter-bombs.&lt;br /&gt;
* On the Steam port, in training mode, if you attempt to start at the stage 1 boss fight after having selected route B, the game will crash.&lt;br /&gt;
* It is not possible to start a chip chain off some of the small tank enemies in stage 3. This is most apparent with the small tanks immediately following the midboss.&lt;br /&gt;
* For the laser wheels in stage 5:&lt;br /&gt;
** The density of the laser wheels increases with max hit combo, becoming most dense at 31,000 hits.&lt;br /&gt;
** The laser wheels can be damaged by the ship's laser aura. Though it is possible to destroy them, it's not practical. Even with an active hyper and close up, they have so much hp that it still takes more than 5 seconds to destroy them.&lt;br /&gt;
** If hold shot while your ship is in the center of a laser wheel and both a hyper and chip combo is active, the wheels will continuously spawn chips if they are being damaged by your ship's laser aura.&lt;br /&gt;
* When the RED gauge is greater than 66%, the Tiger Schwert has an extended laser aura located behind the ship.&lt;br /&gt;
[[File:BLA lower aura.png|center|thumb|240px|Extended area of aura damage.]]&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;
[[DoDonPachi DaiFukkatsu Black Label/Video Index#Black Label Arrange|Video index for Black Label Arrange]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ua5DX65-TA Sample survival play of the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bNUaUeobutk Sample scoring setup for the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FPUEmCGR8fw PV1 footage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ht0CdMTr5KA PV2 footage]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# [[User:Raadgiver|Raadgiver]]: initial author, original research; additional info gained from:&lt;br /&gt;
## [[User:trap15|trap15]]: suggested that RED gauge affected the type of chip created when starting a chain&lt;br /&gt;
## NoutA RiN: provided hit combo multiplier table&lt;br /&gt;
## [[User:SpinoSTG|SpinoSTG]]: provided info about standard Black Label, used for highlighting contrasts between it and Black Label Arrange; HIVAC bomb trivia&lt;br /&gt;
# [[User:SMayfield|SMayfield]]: provided UI screencap and explanation; provided cheat engine tables, useful for confirming what the RED gauge influences&lt;br /&gt;
# [[User:Softdrink|Softdrink]]: provided scan of the instruction manual, which gave information about RED gauge affecting bullet erasing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=11162</id>
		<title>DoDonPachi DaiFukkatsu Black Label Arrange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=11162"/>
		<updated>2021-07-28T05:52:48Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Routes */ added golden disaster requirement I had forgotten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #b81000&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label Arrange&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = BLA_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = '''Xbox 360:''' AMI&amp;lt;/br&amp;gt; '''Steam:''' Degica&lt;br /&gt;
|&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|planning = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|music = Jake &amp;quot;virt&amp;quot; Kaufman&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360:''' Feb 3, 2011&amp;lt;ref&amp;gt;[https://www.cave.co.jp/gameonline/Xbox360/daifukkatu/black/ Cave announcement page]&amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; '''Steam:''' Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' &amp;lt;small&amp;gt;(short DDP DFK BL Arrange; often nicknamed '''Ketsuipachi''')&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu Black Label|DoDonpachi DaiFukkatsu Black Label]] that borrows from [[Ketsui: Kizuna Jigoku Tachi|Ketsui]] the chip system and the Tiger Schwert ship.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' is a four-button game with five levels and an extra last boss stage in the end. Completing these levels under certain conditions will trigger a fight with the [[True Last Boss]], HIVAC. The scoring system involves destroying enemies up close with the wide shot to start a chip chain, and then by destroying enemies with the laser to collect chips and increase the hit combo.&lt;br /&gt;
&lt;br /&gt;
[[File:BLA screencap.png|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
# Red gauge: rank meter which can be increase &amp;amp; decreased through various actions.&lt;br /&gt;
# Maximum hit chain&lt;br /&gt;
# GP Value&lt;br /&gt;
# Hyper/bomb charge: when this meter fills, the player will receive a hyper/bomb; or, will get put into Maximum mode if their stock is full.&lt;br /&gt;
# Life stock&lt;br /&gt;
# Chain timer&lt;br /&gt;
# Hit counter&lt;br /&gt;
# Bomb/hyper stock&lt;br /&gt;
# Chip cache; each slot tells how many of each chip size you have picked up on a stage.&lt;br /&gt;
# Remaining hyper duration&lt;br /&gt;
# &amp;quot;Status&amp;quot;; when this circle is red you cannot bomb/hyper - you must wait until it turns green to do so. It can also turn red when you have exhausted your bomb/hyper stock.&lt;br /&gt;
# Countdown chip timer: the number of frames remaining wherein all enemies killed with Shot will drop a specific chip size regardless of proximity.&lt;br /&gt;
# Countdown chip size: the size of chips that can be dropped in the current span of chip time; can be increased during said span. Resets to and stays at a 1-chip (unless a new chain begins) when the timer hits 0, on death, or using a bomb.&lt;br /&gt;
# Countdown chip timer&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard wide shot weapon.&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon, with your options locking to targets in front of you. Note that your laser comes out far later than other DFK modes.&lt;br /&gt;
* '''B:''' Uses a bomb. If you are locked on, the bomb's explosions will target that enemy and focus the damage.&lt;br /&gt;
* '''C:''' Auto-fire for the standard wide shot.&lt;br /&gt;
* '''D:''' Activate a hyper.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding shot+auto increases your damage output.&lt;br /&gt;
&lt;br /&gt;
=== Ship and Resources ===&lt;br /&gt;
----&lt;br /&gt;
There is only one ship available to the player, the Tiger Schwert. This ship has 6 options, and its firepower is similar to bomb style from the standard Black Label mode. However, this firepower achieved differently. The laser deals less damage than in bomb style, but your options dealing a total of twice as much damage as your laser when all 6 are locked on.&lt;br /&gt;
&lt;br /&gt;
Bombs and hypers are a shared resource. Filling up the hyper gauge adds an additional bomb, if there is a spare bomb slot available.&lt;br /&gt;
&lt;br /&gt;
Like Black Label’s strong style, your laser can push back large enemy lasers. There are, however, some important differences in Black Label Arrange. The number of bomb slots cannot be increased from the starting 3. Using a bomb will not temporarily max out the RED gauge. Autobombs cannot be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''RED Gauge System'''&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label Arrange has a dynamic rank system, with the current rank denoted by the RED gauge. There are jumps in difficulty that occur when the RED gauge reaches 33%, 66%, and 100% full, for a total of 4 distinct difficulty levels. Shot+auto does slightly more damage with a full RED gauge. RED gauge also influences the chip system, hyper system, and hit combo system (detailed further below).&lt;br /&gt;
&lt;br /&gt;
Actions that increase RED gauge:&lt;br /&gt;
* Collecting 10 and 5-chips (sharply increased with 10-chips).&lt;br /&gt;
* Holding shot+auto.&lt;br /&gt;
* Collecting a bee medal (flashing bees give twice as much RED gauge increase).&lt;br /&gt;
* All options locking on to a single point (sharp increase, depending on ship's proximity to lock-on point and whether a hyper is active; this is most relevant during midboss and boss fights).&lt;br /&gt;
&lt;br /&gt;
Actions that decrease RED gauge:&lt;br /&gt;
* Collecting chips of size 3 or lower.&lt;br /&gt;
* Only pressing shot, only pressing auto, or not shooting at all.&lt;br /&gt;
* Dying or using a bomb (sets RED gauge to 0).&lt;br /&gt;
* Collecting small or large stars (sharply decreased with large stars).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chip System'''&lt;br /&gt;
&lt;br /&gt;
Chip chaining works very similarly to [[Ketsui: Kizuna Jigoku Tachi|Ketsui]]. When an enemy is destroyed with wide shot, chips are created. Chips can have a value of 1, 2, 3, 4, 5, and 10. The value of the chips created depends primarily on your vertical distance from the enemy, as well as current RED gauge and whether a hyper is active. Higher than 66% RED gauge increases minimum distance needed for a given value chip, while an active hyper lowers the minimum distance. Destroying an enemy with wide shot also starts a chip timer, starting at 55, that decreases as time progresses. Destroying enemies with laser will generate chips based on the chip value attached to that timer, regardless of distance to the enemy ship. This timer increases whenever an enemy is destroyed. Using wide shot increases the timer greatly, but less chips are generated. Using laser generates more chips, but the timer increases less. If too much time passes without shooting, the chip chain timer will decrease rapidly. Chips add to the hit combo, get point value, hyper gauge (when the RED gauge is high), and a small amount to your score. Note, chip chains can be started with laser, but they have a value of 1 and a very short timer.&lt;br /&gt;
&lt;br /&gt;
If you destroy the source of a laser with your wide shot, the enemy's laser will be cancelled into chips based on the current chip chain. If that enemy is instead destroyed with laser, the enemy's laser will instead be cancelled into stars (small stars for small laser, large stars for large laser).&lt;br /&gt;
&lt;br /&gt;
Chip chains can be started by using wide shot when destroying boss phases as well. The remaining bullets onscreen between phases will converted into chips. This is can be useful for increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hyper System'''&lt;br /&gt;
&lt;br /&gt;
Hyper gauge is increased by hitting enemies (especially with laser aura) and collecting flashing bees. This amount is increased with a high RED gauge. In addition, with a high RED gauge, chips add to your hyper gauge. The amount of hyper gained is proportional to your current hit combo (8000 hits provides the maximum amount), and is not influenced by the chip value.&lt;br /&gt;
&lt;br /&gt;
When activating a hyper, all bullets onscreen are canceled and your hit combo is increased by the bullet count. If a chip chain is active, all bullets onscreen are cancelled into chips. If there is no chip chain active, bullets are cancelled into stars instead. Large stars are created when the RED gauge is 66% or greater (when the RED gauge is &amp;quot;red&amp;quot;), and small stars are created when the RED gauge is less than 66% (when the RED gauge is &amp;quot;blue&amp;quot;). Additionally, when a hyper expires naturally, bullets are cancelled into stars based on the same RED gauge rules above. Cancelling a hyper results in the removal of all bullets onscreen, but no chips or stars are generated.&lt;br /&gt;
&lt;br /&gt;
When in hyper, your ship outputs more damage. However, if enemy bullets contact your shot, your shot damage will be reduced. This has some notable effects. When there are bullets onscreen and a hyper is active, wide shot is your most damaging attack, especially at mid-range and far away. Laser+hyper will often be weaker than standard laser, unless you are close enough to an enemy for laser aura damage to contribute. When close up, hyper+laser has slightly less damage output than hyper+wide shot. Additionally, when using laser, only the lock-on options contribute to erasing bullets. As a result, without a lock-on, your ship can be quite vulnerable to stray bullets. A higher RED gauge makes bullets more difficult to erase. However, RED gauge's effect on erasing bullets becomes insignificant as hyper rank increases, detailed below.&lt;br /&gt;
&lt;br /&gt;
There is a hyper rank system as well. Using a hyper increases hyper rank by 1, and hyper rank can reach a maximum of 5. Dying decreases hyper rank by 1. Hyper rank is reset to 0 at the start of each stage. While in a hyper, hyper rank slightly increases bullet speed and the amount of slowdown that occurs. Unique to this mode, higher hyper rank results in more effective erasing of bullets. Activating a hyper, cancelling a hyper, or letting a hyper wear off grants a short period of invincibility. For hyper activation, the duration of invincibility you are granted is dependent on your hyper rank: the higher your hyper rank, the shorter your period of invincibility. Cancelling a hyper or letting a hyper expire grants a longer and constant invincibility period, unaffected by hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
 item                    GP gain            score increase&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
 1-chip                  1            1 * hit combo +  101&lt;br /&gt;
 2-chip                  2            2 * hit combo +  204&lt;br /&gt;
 3-chip                  4            3 * hit combo +  409&lt;br /&gt;
 4-chip                  8            4 * hit combo +  816&lt;br /&gt;
 5-chip                 16            5 * hit combo + 1625&lt;br /&gt;
 10-chip                64           10 * hit combo + 6400&lt;br /&gt;
 large airborne star    10                              GP&lt;br /&gt;
 small airborne star     5                         GP / 10&lt;br /&gt;
 large ground star       0                 200 * hit combo&lt;br /&gt;
 small ground star       0                 500 * hit combo&lt;br /&gt;
&lt;br /&gt;
'''Chips'''&lt;br /&gt;
&lt;br /&gt;
Come in sizes of 1, 2, 3, 4, 5, and 10. Chips add to your hit combo based on their number value, increase your hyper gauge (if your RED gauge is high), increase or decrease the RED gauge, and give a minor increase to GP and score.&lt;br /&gt;
&lt;br /&gt;
'''Airborne Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars are important for scoring. Large stars give score equivalent to your current GP, and increases your GP value by 10. Small stars give score equivalent to your current GP/10, and increases your GP value by 5.&lt;br /&gt;
&lt;br /&gt;
'''Ground Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars give score equivalent to 500 * hit combo, and small stars give score equivalent to 200 * hit combo.&lt;br /&gt;
&lt;br /&gt;
'''Bee Medals'''&lt;br /&gt;
&lt;br /&gt;
All stages contain 7 hidden bee items, with 2 extra in the Ura route. Bee medals are revealed by hitting their location with the tip of your laser. Bees periodically flash white. Revealed bees start out flashed white, but turn yellow quickly. Collecting a bee when it is flashing white will cancel all bullets onscreen into large stars and increase your hyper gauge by an amount dependent on your current RED gauge. Higher RED gauge yields more hyper gauge increase. Collecting a yellow bee turns all bullets onscreen into small stars.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the Maximum mode. Being in the Maximum mode gives a continuous (but negligible) score bonus.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life and turns all bullets onscreen into small stars. Found by destroying the big generator tower in stage 3 after the midboss. You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
There is no second loop, but there are Ura midbosses. Stage 1 Ura route requirements:&lt;br /&gt;
# no-miss&lt;br /&gt;
# destroy 3 silos; the first one must be destroyed with high RED gauge&lt;br /&gt;
# collect 300 10-chips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Golden Disaster requirements:&lt;br /&gt;
# 1 credit&lt;br /&gt;
# at least one of the following:&lt;br /&gt;
#* maximum of 2 bombs used &lt;br /&gt;
#* destroy 3 bosses with a full RED gauge&lt;br /&gt;
#* lose no more than 1 life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TLB requirements:&lt;br /&gt;
# meet the extra stage requirements&lt;br /&gt;
# collect all 45 bees (therefore, Ura midboss route is required)&lt;br /&gt;
# do not use a continue during the Golden Disaster fight&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Hit Combo System'''&lt;br /&gt;
&lt;br /&gt;
Despite the addition of [[Ketsui: Kizuna Jigoku Tachi|Ketsui's]] chip system, the base of the scoring in this game is the hit combo system of [[DoDonpachi DaiFukkatsu]] (refer to that page for a more detailed description). There are, however, some notable differences. The only way to drop a chain is to use a bomb (and even then, the chain can be saved if a hyper is used immediately following the bomb). The multiplier gets applied at different hit values:&lt;br /&gt;
       0 - 999 hits:      1x&lt;br /&gt;
    1000 - 1999 hits:     2x&lt;br /&gt;
    2000 - 3999 hits:     3x&lt;br /&gt;
    4000 - 5999 hits:     4x&lt;br /&gt;
    6000 - 7999 hits:     5x&lt;br /&gt;
    8000 - 99,999 hits:   6x&lt;br /&gt;
 100,000 - 199,999 hits:  7x&lt;br /&gt;
 200,000 - 299,999 hits:  8x&lt;br /&gt;
           300,000+ hits: 9x&lt;br /&gt;
When the RED gauge is greater than 66% full, this multiplier is applied and your hit combo increases more rapidly. This multiplier is also applied when a hyper is active.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Main Game ===&lt;br /&gt;
&lt;br /&gt;
Bombs are generally seldom used. Hyper+wide shot does more damage and doesn't risk dropping your hit combo. Reaching 8000 hits is an important milestone for stage, to fully take advantage of chip contributions to hyper gauge. Keeping a high RED gauge is useful for quickly gaining hyper gauge (especially from chips), which provides improves survivability and usually outweighs the higher difficulty incurred by the high RED gauge. A hyper can be cancelled shortly after activation, which means any chips that were generated from cancelled bullets will count towards increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring for any given stage will follow the same general pattern. Hypers are used at the start of the stage to cancel bullets into high value chips, to reach at least 8,000 hits for the x6 GP multiplier. On stages 4 and 5, it's possible to reach 100k and 200k hit combo threshold with good routing. Keep the RED gauge greater than 66% or have an active hyper throughout the majority of the stage to keep the multiplier active and build up your GP. After you reach the threshold for the multiplier, hypers are used to cancel bullets into large stars. Since large stars drastically lower the RED gauge, you risk losing the multiplier when the hyper wears off. Therefore, going for gold stars late in the stage is less risky and will still yield good score.&lt;br /&gt;
&lt;br /&gt;
Midbosses give a substantial amount of GP, so it's important to finish them off with an active multiplier. Some midbosses are followed by popcorn enemies, so a bomb followed immediately by a hyper (to avoid dropping the chain) can be used to finish the midboss early. A boss will drop large gold stars when finished off with maximum RED gauge, which can be a substantial portion of your stage score.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the score potential from the extra stage far outweighs the score possible from the main game.&lt;br /&gt;
&lt;br /&gt;
=== Extra Stage ===&lt;br /&gt;
&lt;br /&gt;
It's important to note, when fighting Golden Disaster and HIVAC's final pattern, hypers become less effective at canceling bullets with higher hyper rank. Additionally, for the HIVAC fight, there is only one jump in difficulty, and this occurs when the RED gauge is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring the extra stage consists of building up GP until HIVAC's final phase, then milking the last phase for large stars. Golden Disaster has a base GP of 6 million, and each phase of HIVAC has a base GP of 100 million.&lt;br /&gt;
&lt;br /&gt;
Since Golden Disaster contributes a relatively small amount to GP, it is more important to focus on increasing your hit combo to 8000 before HIVAC's 2nd phase. A very consistent way to do so is to intentionally die at the start Golden Disaster's laser maze attack, and then use the short invincibility period to kill it point-blank and collect 10-chips from the cancelled lasers. If you wish to apply the hit combo multiplier to the Golden Disaster, it is possible to do so alongside the 10-chip laser cancel if the kill is properly timed for when Golden Disaster is &amp;quot;low&amp;quot; in its hover cycle. Doing so will net ~65 billion points per multiplier increment by the end of the stage. Be warned, this cancel is very inconsistent with a hyper active and puts the x6 multiplier on finishing off HIVAC's first phase at risk, so this should only be attempted when going for a top-level score.&lt;br /&gt;
&lt;br /&gt;
For the HIVAC fight, focus on finishing off the first and second phases with an active hit combo multiplier. For the third phase, milk large stars by letting hypers expire with a 66% or greater RED gauge. If properly set up, each large star gives 1.2 billion points (plus the GP gained from Golden Disaster).&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
This game is a training simulation, based on the events of [[DoDonPachi DaiFukkatsu]], for the pilots in [[Ketsui: Kizuna Jigoku Tachi|Ketsui]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Two promotional videos were released for the Xbox 360 disc release of Black Label, linked below in the video references section. Footage of Black Label Arrange appears in both. The first video shows gameplay with many differences from the release version of Black Label Arrange:&lt;br /&gt;
* Extends occur at 5 billion and 50 billion points.&lt;br /&gt;
* The Tiger Schwert uses the green laser from Black Label's Type B ship. Shots from the lock-on options are still yellow like final release.&lt;br /&gt;
* Shots from the lock-on options do not turn orange at maximum RED gauge.&lt;br /&gt;
* The chip timer decreases far faster (by 1 per frame, instead of 1 per 3 frames).&lt;br /&gt;
* It is more difficult to increase the chip timer once a chip chain is started.&lt;br /&gt;
* Hidden bees can be green, and behave the same as their Black Label counterparts.&lt;br /&gt;
* The Tiger Schwert's laser does not repel large enemy lasers.&lt;br /&gt;
* There is far less slowdown.&lt;br /&gt;
* When a hyper is active, the Tiger Schwert's shot turns a bright pink color, similar to Arrange A's boosted hyper.&lt;br /&gt;
The second video shows gameplay that is identical to the final release.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* The Steam version allows for HIVAC practice, while the Xbox 360 version does not.&lt;br /&gt;
* The Xbox 360 version has a glitch which allows for the ship to deal increased damage when the options are locked on to a single point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The GP value in training mode is capped at 100 million.&lt;br /&gt;
* It is possible to lock on to HIVAC's counter-bombs.&lt;br /&gt;
* On the Steam port, in training mode, if you attempt to start at the stage 1 boss fight after having selected route B, the game will crash.&lt;br /&gt;
* It is not possible to start a chip chain off some of the small tank enemies in stage 3. This is most apparent with the small tanks immediately following the midboss.&lt;br /&gt;
* For the laser wheels in stage 5:&lt;br /&gt;
** The density of the laser wheels increases with max hit combo, becoming most dense at 31,000 hits.&lt;br /&gt;
** The laser wheels can be damaged by the ship's laser and laser aura. Though it is possible to destroy them, it's not practical. Even with an active hyper and close up, they have so much hp that it still takes more than 5 seconds to destroy them.&lt;br /&gt;
* When the RED gauge is greater than 66%, the Tiger Schwert has an extended laser aura located behind the ship.&lt;br /&gt;
[[File:BLA lower aura.png|center|thumb|240px|Extended area of aura damage.]]&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;
[[DoDonPachi DaiFukkatsu Black Label/Video Index#Black Label Arrange|Video index for Black Label Arrange]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ua5DX65-TA Sample survival play of the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bNUaUeobutk Sample scoring setup for the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FPUEmCGR8fw PV1 footage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ht0CdMTr5KA PV2 footage]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# [[User:Raadgiver|Raadgiver]]: initial author, original research; additional info gained from:&lt;br /&gt;
## [[User:trap15|trap15]]: suggested that RED gauge affected the type of chip created when starting a chain&lt;br /&gt;
## NoutA RiN: provided hit combo multiplier table&lt;br /&gt;
## [[User:SpinoSTG|SpinoSTG]]: provided info about standard Black Label, used for highlighting contrasts between it and Black Label Arrange; HIVAC bomb trivia&lt;br /&gt;
# [[User:SMayfield|SMayfield]]: provided UI screencap and explanation; provided cheat engine tables, useful for confirming what the RED gauge influences&lt;br /&gt;
# [[User:Softdrink|Softdrink]]: provided scan of the instruction manual, which gave information about RED gauge affecting bullet erasing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=10774</id>
		<title>DoDonPachi DaiFukkatsu Black Label Arrange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=10774"/>
		<updated>2021-07-05T06:00:56Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Items */ expanded and relocated table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #b81000&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label Arrange&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = BLA_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = '''Xbox 360:''' AMI&amp;lt;/br&amp;gt; '''Steam:''' Degica&lt;br /&gt;
|&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|planning = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|music = Jake &amp;quot;virt&amp;quot; Kaufman&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360:''' Feb 3, 2011&amp;lt;ref&amp;gt;[https://www.cave.co.jp/gameonline/Xbox360/daifukkatu/black/ Cave announcement page]&amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; '''Steam:''' Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' &amp;lt;small&amp;gt;(short DDP DFK BL Arrange; often nicknamed '''Ketsuipachi''')&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu Black Label|DoDonpachi DaiFukkatsu Black Label]] that borrows from [[Ketsui: Kizuna Jigoku Tachi|Ketsui]] the chip system and the Tiger Schwert ship.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' is a four-button game with five levels and an extra last boss stage in the end. Completing these levels under certain conditions will trigger a fight with the [[True Last Boss]], HIVAC. The scoring system involves destroying enemies up close with the wide shot to start a chip chain, and then by destroying enemies with the laser to collect chips and increase the hit combo.&lt;br /&gt;
&lt;br /&gt;
[[File:BLA screencap.png|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
# Red gauge: rank meter which can be increase &amp;amp; decreased through various actions.&lt;br /&gt;
# Maximum hit chain&lt;br /&gt;
# GP Value&lt;br /&gt;
# Hyper/bomb charge: when this meter fills, the player will receive a hyper/bomb; or, will get put into Maximum mode if their stock is full.&lt;br /&gt;
# Life stock&lt;br /&gt;
# Chain timer&lt;br /&gt;
# Hit counter&lt;br /&gt;
# Bomb/hyper stock&lt;br /&gt;
# Chip cache; each slot tells how many of each chip size you have picked up on a stage.&lt;br /&gt;
# Remaining hyper duration&lt;br /&gt;
# &amp;quot;Status&amp;quot;; when this circle is red you cannot bomb/hyper - you must wait until it turns green to do so. It can also turn red when you have exhausted your bomb/hyper stock.&lt;br /&gt;
# Countdown chip timer: the number of frames remaining wherein all enemies killed with Shot will drop a specific chip size regardless of proximity.&lt;br /&gt;
# Countdown chip size: the size of chips that can be dropped in the current span of chip time; can be increased during said span. Resets to and stays at a 1-chip (unless a new chain begins) when the timer hits 0, on death, or using a bomb.&lt;br /&gt;
# Countdown chip timer&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard wide shot weapon.&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon, with your options locking to targets in front of you. Note that your laser comes out far later than other DFK modes.&lt;br /&gt;
* '''B:''' Uses a bomb. If you are locked on, the bomb's explosions will target that enemy and focus the damage.&lt;br /&gt;
* '''C:''' Auto-fire for the standard wide shot.&lt;br /&gt;
* '''D:''' Activate a hyper.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding shot+auto increases your damage output.&lt;br /&gt;
&lt;br /&gt;
=== Ship and Resources ===&lt;br /&gt;
----&lt;br /&gt;
There is only one ship available to the player, the Tiger Schwert. This ship has 6 options, and its firepower is similar to bomb style from the standard Black Label mode. However, this firepower achieved differently. The laser deals less damage than in bomb style, but your options dealing a total of twice as much damage as your laser when all 6 are locked on.&lt;br /&gt;
&lt;br /&gt;
Bombs and hypers are a shared resource. Filling up the hyper gauge adds an additional bomb, if there is a spare bomb slot available.&lt;br /&gt;
&lt;br /&gt;
Like Black Label’s strong style, your laser can push back large enemy lasers. There are, however, some important differences in Black Label Arrange. The number of bomb slots cannot be increased from the starting 3. Using a bomb will not temporarily max out the RED gauge. Autobombs cannot be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''RED Gauge System'''&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label Arrange has a dynamic rank system, with the current rank denoted by the RED gauge. There are jumps in difficulty that occur when the RED gauge reaches 33%, 66%, and 100% full, for a total of 4 distinct difficulty levels. Shot+auto does slightly more damage with a full RED gauge. RED gauge also influences the chip system, hyper system, and hit combo system (detailed further below).&lt;br /&gt;
&lt;br /&gt;
Actions that increase RED gauge:&lt;br /&gt;
* Collecting 10 and 5-chips (sharply increased with 10-chips).&lt;br /&gt;
* Holding shot+auto.&lt;br /&gt;
* Collecting a bee medal (flashing bees give twice as much RED gauge increase).&lt;br /&gt;
* All options locking on to a single point (sharp increase, depending on ship's proximity to lock-on point and whether a hyper is active; this is most relevant during midboss and boss fights).&lt;br /&gt;
&lt;br /&gt;
Actions that decrease RED gauge:&lt;br /&gt;
* Collecting chips of size 3 or lower.&lt;br /&gt;
* Only pressing shot, only pressing auto, or not shooting at all.&lt;br /&gt;
* Dying or using a bomb (sets RED gauge to 0).&lt;br /&gt;
* Collecting small or large stars (sharply decreased with large stars).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chip System'''&lt;br /&gt;
&lt;br /&gt;
Chip chaining works very similarly to [[Ketsui: Kizuna Jigoku Tachi|Ketsui]]. When an enemy is destroyed with wide shot, chips are created. Chips can have a value of 1, 2, 3, 4, 5, and 10. The value of the chips created depends primarily on your vertical distance from the enemy, as well as current RED gauge and whether a hyper is active. Higher than 66% RED gauge increases minimum distance needed for a given value chip, while an active hyper lowers the minimum distance. Destroying an enemy with wide shot also starts a chip timer, starting at 55, that decreases as time progresses. Destroying enemies with laser will generate chips based on the chip value attached to that timer, regardless of distance to the enemy ship. This timer increases whenever an enemy is destroyed. Using wide shot increases the timer greatly, but less chips are generated. Using laser generates more chips, but the timer increases less. If too much time passes without shooting, the chip chain timer will decrease rapidly. Chips add to the hit combo, get point value, hyper gauge (when the RED gauge is high), and a small amount to your score. Note, chip chains can be started with laser, but they have a value of 1 and a very short timer.&lt;br /&gt;
&lt;br /&gt;
If you destroy the source of a laser with your wide shot, the enemy's laser will be cancelled into chips based on the current chip chain. If that enemy is instead destroyed with laser, the enemy's laser will instead be cancelled into stars (small stars for small laser, large stars for large laser).&lt;br /&gt;
&lt;br /&gt;
Chip chains can be started by using wide shot when destroying boss phases as well. The remaining bullets onscreen between phases will converted into chips. This is can be useful for increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hyper System'''&lt;br /&gt;
&lt;br /&gt;
Hyper gauge is increased by hitting enemies (especially with laser aura) and collecting flashing bees. This amount is increased with a high RED gauge. In addition, with a high RED gauge, chips add to your hyper gauge. The amount of hyper gained is proportional to your current hit combo (8000 hits provides the maximum amount), and is not influenced by the chip value.&lt;br /&gt;
&lt;br /&gt;
When activating a hyper, all bullets onscreen are canceled and your hit combo is increased by the bullet count. If a chip chain is active, all bullets onscreen are cancelled into chips. If there is no chip chain active, bullets are cancelled into stars instead. Large stars are created when the RED gauge is 66% or greater (when the RED gauge is &amp;quot;red&amp;quot;), and small stars are created when the RED gauge is less than 66% (when the RED gauge is &amp;quot;blue&amp;quot;). Additionally, when a hyper expires naturally, bullets are cancelled into stars based on the same RED gauge rules above. Cancelling a hyper results in the removal of all bullets onscreen, but no chips or stars are generated.&lt;br /&gt;
&lt;br /&gt;
When in hyper, your ship outputs more damage. However, if enemy bullets contact your shot, your shot damage will be reduced. This has some notable effects. When there are bullets onscreen and a hyper is active, wide shot is your most damaging attack, especially at mid-range and far away. Laser+hyper will often be weaker than standard laser, unless you are close enough to an enemy for laser aura damage to contribute. When close up, hyper+laser has slightly less damage output than hyper+wide shot. Additionally, when using laser, only the lock-on options contribute to erasing bullets. As a result, without a lock-on, your ship can be quite vulnerable to stray bullets. A higher RED gauge makes bullets more difficult to erase. However, RED gauge's effect on erasing bullets becomes insignificant as hyper rank increases, detailed below.&lt;br /&gt;
&lt;br /&gt;
There is a hyper rank system as well. Using a hyper increases hyper rank by 1, and hyper rank can reach a maximum of 5. Dying decreases hyper rank by 1. Hyper rank is reset to 0 at the start of each stage. While in a hyper, hyper rank slightly increases bullet speed and the amount of slowdown that occurs. Unique to this mode, higher hyper rank results in more effective erasing of bullets. Activating a hyper, cancelling a hyper, or letting a hyper wear off grants a short period of invincibility. For hyper activation, the duration of invincibility you are granted is dependent on your hyper rank: the higher your hyper rank, the shorter your period of invincibility. Cancelling a hyper or letting a hyper expire grants a longer and constant invincibility period, unaffected by hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
 item                    GP gain            score increase&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
 1-chip                  1            1 * hit combo +  101&lt;br /&gt;
 2-chip                  2            2 * hit combo +  204&lt;br /&gt;
 3-chip                  4            3 * hit combo +  409&lt;br /&gt;
 4-chip                  8            4 * hit combo +  816&lt;br /&gt;
 5-chip                 16            5 * hit combo + 1625&lt;br /&gt;
 10-chip                64           10 * hit combo + 6400&lt;br /&gt;
 large airborne star    10                              GP&lt;br /&gt;
 small airborne star     5                         GP / 10&lt;br /&gt;
 large ground star       0                 200 * hit combo&lt;br /&gt;
 small ground star       0                 500 * hit combo&lt;br /&gt;
&lt;br /&gt;
'''Chips'''&lt;br /&gt;
&lt;br /&gt;
Come in sizes of 1, 2, 3, 4, 5, and 10. Chips add to your hit combo based on their number value, increase your hyper gauge (if your RED gauge is high), increase or decrease the RED gauge, and give a minor increase to GP and score.&lt;br /&gt;
&lt;br /&gt;
'''Airborne Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars are important for scoring. Large stars give score equivalent to your current GP, and increases your GP value by 10. Small stars give score equivalent to your current GP/10, and increases your GP value by 5.&lt;br /&gt;
&lt;br /&gt;
'''Ground Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars give score equivalent to 500 * hit combo, and small stars give score equivalent to 200 * hit combo.&lt;br /&gt;
&lt;br /&gt;
'''Bee Medals'''&lt;br /&gt;
&lt;br /&gt;
All stages contain 7 hidden bee items, with 2 extra in the Ura route. Bee medals are revealed by hitting their location with the tip of your laser. Bees periodically flash white. Revealed bees start out flashed white, but turn yellow quickly. Collecting a bee when it is flashing white will cancel all bullets onscreen into large stars and increase your hyper gauge by an amount dependent on your current RED gauge. Higher RED gauge yields more hyper gauge increase. Collecting a yellow bee turns all bullets onscreen into small stars.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the Maximum mode. Being in the Maximum mode gives a continuous (but negligible) score bonus.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life and turns all bullets onscreen into small stars. Found by destroying the big generator tower in stage 3 after the midboss. You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
There is no second loop, but there are Ura midbosses. Stage 1 Ura route requirements:&lt;br /&gt;
# no-miss&lt;br /&gt;
# destroy 3 silos; the first one must be destroyed with high RED gauge&lt;br /&gt;
# collect 300 10-chips&lt;br /&gt;
&lt;br /&gt;
Extra stage requirements:&lt;br /&gt;
# 1 credit&lt;br /&gt;
# maximum of 2 bombs used OR destroy 3 bosses with a full RED gauge&lt;br /&gt;
&lt;br /&gt;
TLB requirements:&lt;br /&gt;
# meet the extra stage requirements&lt;br /&gt;
# collect all 45 bees (therefore, Ura midboss route is required)&lt;br /&gt;
# do not use a continue during the Golden Disaster fight&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Hit Combo System'''&lt;br /&gt;
&lt;br /&gt;
Despite the addition of [[Ketsui: Kizuna Jigoku Tachi|Ketsui's]] chip system, the base of the scoring in this game is the hit combo system of [[DoDonpachi DaiFukkatsu]] (refer to that page for a more detailed description). There are, however, some notable differences. The only way to drop a chain is to use a bomb (and even then, the chain can be saved if a hyper is used immediately following the bomb). The multiplier gets applied at different hit values:&lt;br /&gt;
       0 - 999 hits:      1x&lt;br /&gt;
    1000 - 1999 hits:     2x&lt;br /&gt;
    2000 - 3999 hits:     3x&lt;br /&gt;
    4000 - 5999 hits:     4x&lt;br /&gt;
    6000 - 7999 hits:     5x&lt;br /&gt;
    8000 - 99,999 hits:   6x&lt;br /&gt;
 100,000 - 199,999 hits:  7x&lt;br /&gt;
 200,000 - 299,999 hits:  8x&lt;br /&gt;
           300,000+ hits: 9x&lt;br /&gt;
When the RED gauge is greater than 66% full, this multiplier is applied and your hit combo increases more rapidly. This multiplier is also applied when a hyper is active.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Main Game ===&lt;br /&gt;
&lt;br /&gt;
Bombs are generally seldom used. Hyper+wide shot does more damage and doesn't risk dropping your hit combo. Reaching 8000 hits is an important milestone for stage, to fully take advantage of chip contributions to hyper gauge. Keeping a high RED gauge is useful for quickly gaining hyper gauge (especially from chips), which provides improves survivability and usually outweighs the higher difficulty incurred by the high RED gauge. A hyper can be cancelled shortly after activation, which means any chips that were generated from cancelled bullets will count towards increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring for any given stage will follow the same general pattern. Hypers are used at the start of the stage to cancel bullets into high value chips, to reach at least 8,000 hits for the x6 GP multiplier. On stages 4 and 5, it's possible to reach 100k and 200k hit combo threshold with good routing. Keep the RED gauge greater than 66% or have an active hyper throughout the majority of the stage to keep the multiplier active and build up your GP. After you reach the threshold for the multiplier, hypers are used to cancel bullets into large stars. Since large stars drastically lower the RED gauge, you risk losing the multiplier when the hyper wears off. Therefore, going for gold stars late in the stage is less risky and will still yield good score.&lt;br /&gt;
&lt;br /&gt;
Midbosses give a substantial amount of GP, so it's important to finish them off with an active multiplier. Some midbosses are followed by popcorn enemies, so a bomb followed immediately by a hyper (to avoid dropping the chain) can be used to finish the midboss early. A boss will drop large gold stars when finished off with maximum RED gauge, which can be a substantial portion of your stage score.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the score potential from the extra stage far outweighs the score possible from the main game.&lt;br /&gt;
&lt;br /&gt;
=== Extra Stage ===&lt;br /&gt;
&lt;br /&gt;
It's important to note, when fighting Golden Disaster and HIVAC's final pattern, hypers become less effective at canceling bullets with higher hyper rank. Additionally, for the HIVAC fight, there is only one jump in difficulty, and this occurs when the RED gauge is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring the extra stage consists of building up GP until HIVAC's final phase, then milking the last phase for large stars. Golden Disaster has a base GP of 6 million, and each phase of HIVAC has a base GP of 100 million.&lt;br /&gt;
&lt;br /&gt;
Since Golden Disaster contributes a relatively small amount to GP, it is more important to focus on increasing your hit combo to 8000 before HIVAC's 2nd phase. A very consistent way to do so is to intentionally die at the start Golden Disaster's laser maze attack, and then use the short invincibility period to kill it point-blank and collect 10-chips from the cancelled lasers. If you wish to apply the hit combo multiplier to the Golden Disaster, it is possible to do so alongside the 10-chip laser cancel if the kill is properly timed for when Golden Disaster is &amp;quot;low&amp;quot; in its hover cycle. Doing so will net ~65 billion points per multiplier increment by the end of the stage. Be warned, this cancel is very inconsistent with a hyper active and puts the x6 multiplier on finishing off HIVAC's first phase at risk, so this should only be attempted when going for a top-level score.&lt;br /&gt;
&lt;br /&gt;
For the HIVAC fight, focus on finishing off the first and second phases with an active hit combo multiplier. For the third phase, milk large stars by letting hypers expire with a 66% or greater RED gauge. If properly set up, each large star gives 1.2 billion points (plus the GP gained from Golden Disaster).&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
This game is a training simulation, based on the events of [[DoDonPachi DaiFukkatsu]], for the pilots in [[Ketsui: Kizuna Jigoku Tachi|Ketsui]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Two promotional videos were released for the Xbox 360 disc release of Black Label, linked below in the video references section. Footage of Black Label Arrange appears in both. The first video shows gameplay with many differences from the release version of Black Label Arrange:&lt;br /&gt;
* Extends occur at 5 billion and 50 billion points.&lt;br /&gt;
* The Tiger Schwert uses the green laser from Black Label's Type B ship. Shots from the lock-on options are still yellow like final release.&lt;br /&gt;
* Shots from the lock-on options do not turn orange at maximum RED gauge.&lt;br /&gt;
* The chip timer decreases far faster (by 1 per frame, instead of 1 per 3 frames).&lt;br /&gt;
* It is more difficult to increase the chip timer once a chip chain is started.&lt;br /&gt;
* Hidden bees can be green, and behave the same as their Black Label counterparts.&lt;br /&gt;
* The Tiger Schwert's laser does not repel large enemy lasers.&lt;br /&gt;
* There is far less slowdown.&lt;br /&gt;
* When a hyper is active, the Tiger Schwert's shot turns a bright pink color, similar to Arrange A's boosted hyper.&lt;br /&gt;
The second video shows gameplay that is identical to the final release.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* The Steam version allows for HIVAC practice, while the Xbox 360 version does not.&lt;br /&gt;
* The Xbox 360 version has a glitch which allows for the ship to deal increased damage when the options are locked on to a single point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The GP value in training mode is capped at 100 million.&lt;br /&gt;
* It is possible to lock on to HIVAC's counter-bombs.&lt;br /&gt;
* On the Steam port, in training mode, if you attempt to start at the stage 1 boss fight after having selected route B, the game will crash.&lt;br /&gt;
* It is not possible to start a chip chain off some of the small tank enemies in stage 3. This is most apparent with the small tanks immediately following the midboss.&lt;br /&gt;
* For the laser wheels in stage 5:&lt;br /&gt;
** The density of the laser wheels increases with max hit combo, becoming most dense at 31,000 hits.&lt;br /&gt;
** The laser wheels can be damaged by the ship's laser and laser aura. Though it is possible to destroy them, it's not practical. Even with an active hyper and close up, they have so much hp that it still takes more than 5 seconds to destroy them.&lt;br /&gt;
* When the RED gauge is greater than 66%, the Tiger Schwert has an extended laser aura located behind the ship.&lt;br /&gt;
[[File:BLA lower aura.png|center|thumb|240px|Extended area of aura damage.]]&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;
[[DoDonPachi DaiFukkatsu Black Label/Video Index#Black Label Arrange|Video index for Black Label Arrange]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ua5DX65-TA Sample survival play of the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bNUaUeobutk Sample scoring setup for the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FPUEmCGR8fw PV1 footage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ht0CdMTr5KA PV2 footage]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# [[User:Raadgiver|Raadgiver]]: initial author, original research; additional info gained from:&lt;br /&gt;
## [[User:trap15|trap15]]: suggested that RED gauge affected the type of chip created when starting a chain&lt;br /&gt;
## NoutA RiN: provided hit combo multiplier table&lt;br /&gt;
## [[User:SpinoSTG|SpinoSTG]]: provided info about standard Black Label, used for highlighting contrasts between it and Black Label Arrange; HIVAC bomb trivia&lt;br /&gt;
# [[User:SMayfield|SMayfield]]: provided UI screencap and explanation; provided cheat engine tables, useful for confirming what the RED gauge influences&lt;br /&gt;
# [[User:Softdrink|Softdrink]]: provided scan of the instruction manual, which gave information about RED gauge affecting bullet erasing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10489</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10489"/>
		<updated>2021-06-13T23:07:58Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Ship Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10488</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10488"/>
		<updated>2021-06-13T23:07:29Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: corrected &amp;quot;hyper&amp;quot; to &amp;quot;hyper counter&amp;quot; where appropriate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10487</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10487"/>
		<updated>2021-06-13T23:01:14Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Ship Customizations */ corrected &amp;quot;bomb customization&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10486</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10486"/>
		<updated>2021-06-13T22:24:30Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Bee Items &amp;amp; Grid System */ oops, small correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10482</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10482"/>
		<updated>2021-06-13T21:55:43Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Items */ corrected hyper gauge refill amounts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10480</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10480"/>
		<updated>2021-06-13T21:02:40Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Heads-Up Display (HUD) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10479</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10479"/>
		<updated>2021-06-13T20:48:56Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Advanced */ added rank behavior of multi-part enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10463</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10463"/>
		<updated>2021-06-13T05:58:47Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10462</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10462"/>
		<updated>2021-06-13T04:32:26Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: last gamebox color change I swear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10436</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10436"/>
		<updated>2021-06-12T20:39:55Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Heads-Up Display (HUD) */ added slightly more info on expert gauge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #71EC13&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10435</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10435"/>
		<updated>2021-06-12T20:23:19Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: color tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #71EC13&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10434</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10434"/>
		<updated>2021-06-12T20:14:00Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #7CEC2B&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
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== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
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* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
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The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
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&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
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&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
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Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
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== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10433</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10433"/>
		<updated>2021-06-12T20:13:13Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */ since the formulas are split, they can be expressed more verbosely&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #7CEC2B&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score is:&lt;br /&gt;
 total_speed = global_speed/10 + boss_speed + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
 boss_speed = boss speed rank&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 total_density = global_density/10 + boss_density + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
 boss_density = boss density rank&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + (H * total_density)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = boss_score = H * total_speed + (H * total_density)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = boss_score = (H * total_speed)/2 + H * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = boss_score = H * total_speed + H * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10432</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10432"/>
		<updated>2021-06-12T20:08:16Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Advanced */ *they, not I&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #7CEC2B&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Sg/10 + Sb + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10431</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10431"/>
		<updated>2021-06-12T20:06:27Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Advanced */ since the formulas are split, I can be expressed more verbosely&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #7CEC2B&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Sg/10 + Sb + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10430</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10430"/>
		<updated>2021-06-12T20:00:50Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Bee Items &amp;amp; Grid System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #7CEC2B&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid). They fill 20% of your gauge outside of hyper, and 35% of your gauge while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Sg/10 + Sb + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10429</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10429"/>
		<updated>2021-06-12T19:59:09Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Bee Items &amp;amp; Grid System */ added hyper gauge info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #7CEC2B&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge outside of hyper, and 30% of your gauge while a hyper is active. Colored bees only award hyper when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge outside of hyper and 35% while a hyper is active.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Sg/10 + Sb + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10411</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10411"/>
		<updated>2021-06-12T07:09:56Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: gameinfobox color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #7CEC2B&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Sg/10 + Sb + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10410</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10410"/>
		<updated>2021-06-12T07:03:52Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Sg/10 + Sb + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10409</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10409"/>
		<updated>2021-06-12T06:49:21Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Basics */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * ( enemy_speed/2  +  global_speed/100  + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10408</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10408"/>
		<updated>2021-06-12T06:31:40Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Bee Items &amp;amp; Grid System */ removed incorrect information about hypers. waiting to put good information back in until I can explain it in an unclunky fashion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10407</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10407"/>
		<updated>2021-06-12T06:06:47Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: added game info box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10406</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10406"/>
		<updated>2021-06-12T04:32:03Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* References &amp;amp; Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10405</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10405"/>
		<updated>2021-06-12T04:14:44Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: general formatting update, somewhat more in line with other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Information research on bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10404</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10404"/>
		<updated>2021-06-12T04:00:31Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi DaiFukkatsu Arrange B ==&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ship Customizations ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Heads-Up Display (HUD) ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank System ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
==== Global Rank ====&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
==== Area Rank ====&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
==== Bee Items &amp;amp; Grid System ====&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Individual Enemy Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
===== Advanced =====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
==== Boss Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
===== White / No Grid =====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid =====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Information research on bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10403</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10403"/>
		<updated>2021-06-12T03:56:13Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi DaiFukkatsu Arrange B ==&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ship Customizations ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Heads-Up Display (HUD) ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank System ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
==== Global Rank ====&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
==== Area Rank ====&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
==== Bee Items &amp;amp; Grid System ====&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Individual Enemy Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
===== Advanced =====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
==== Boss Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated before boss rank is updated.&lt;br /&gt;
&lt;br /&gt;
===== White / No Grid =====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid =====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Information research on bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10402</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10402"/>
		<updated>2021-06-12T03:54:43Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Boss Rank and Score */ fixed typos, added clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi DaiFukkatsu Arrange B ==&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ship Customizations ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Heads-Up Display (HUD) ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank System ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
==== Global Rank ====&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
==== Area Rank ====&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
==== Bee Items &amp;amp; Grid System ====&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Individual Enemy Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
===== Advanced =====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
==== Boss Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of boss speed rank, boss density rank, global speed rank, global density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
 Sb = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
 Db = boss density rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
&lt;br /&gt;
===== White / No Grid =====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid =====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Information research on bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10401</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10401"/>
		<updated>2021-06-12T03:49:14Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Advanced */ added formulas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi DaiFukkatsu Arrange B ==&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ship Customizations ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Heads-Up Display (HUD) ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank System ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
==== Global Rank ====&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
==== Area Rank ====&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
==== Bee Items &amp;amp; Grid System ====&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Individual Enemy Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
===== Advanced =====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank (Sp) contribution to enemy score is:&lt;br /&gt;
 Sp = Sn/2 + Sa/2 + Sl/2 + Sg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Sg = global speed rank&lt;br /&gt;
The total density rank (De) contribution to enemy score is:&lt;br /&gt;
 De = Dn/2 + Da/2 + Dl/2 + Dg/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 Dg = global density rank&lt;br /&gt;
The total hit point (HPt) contribution to enemy score is:&lt;br /&gt;
 HPt = 100*Dur + HPb&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dur = enemy durability rank&lt;br /&gt;
 HPb = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HPt/20 * Sp + HPt/20 * De&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HPt = score contribution from enemy hit points&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
This formula is calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. Divide the first HPt term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HPt term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HPt terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
==== Boss Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of speed rank, density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Gs = global speed rank&lt;br /&gt;
 Bs = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Gs = global speed rank&lt;br /&gt;
 Bs = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
&lt;br /&gt;
===== White / No Grid =====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid =====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Information research on bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10400</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=10400"/>
		<updated>2021-06-12T03:23:45Z</updated>

		<summary type="html">&lt;p&gt;Raadgiver: /* Advanced */ added rank info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Sprite DFKStar.png|32px]] [[DoDonPachi DaiFukkatsu|''Click here to return to the main-line ''DoDonPachi DaiFukkatsu''''' information overview'''''  page]]. [[File:Sprite DFKStar.png|32px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi DaiFukkatsu Arrange B ==&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
[[File:DFKB TitleScreen.jpg|left|thumb|115px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ship Customizations ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Overall Hyper Meter gain is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a hyper counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Heads-Up Display (HUD) ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge progressively drops. Once it fills up a certain amount, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. When the gauge is high enough, it will cause Global Ranks and Enemy Ranks to increase at a higher rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by about 2-5%, and '''Large Ground Stars''' refill about 10-20% ''&amp;lt;small&amp;gt;(note: these values are estimations, and the amount is also affected by the '''Bomb''' customization)&amp;lt;/small&amp;gt;''. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank System ===&lt;br /&gt;
----&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
==== Global Rank ====&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
==== Area Rank ====&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
==== Bee Items &amp;amp; Grid System ====&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default, and recover 50% Hyper Gauge when collected. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while not in Hyper Mode, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly (as well as the Stage Speed and Stage Density Ranks), and commands enemies to fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Individual Enemy Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/10 * (enemy_speed/2 + global_speed/100 + 1)/2 +&lt;br /&gt;
               enemy_hp/10 * (enemy_density/2 + global_density/100 + 1)/2&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
===== Advanced =====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
==== Boss Rank and Score ====&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the DoDonPachi bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440. Boss speed and density ranks can be broken down into two parts, a &amp;quot;base&amp;quot; and an &amp;quot;at-risk&amp;quot; portion, each ranging from 0 to 720. The base value never decreases. If you get hit while using auto, the boss’s at-risk speed rank decreases by 1. If you get hit while using laser, the boss’s at-risk density rank decreases by 1. The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of speed rank, density rank, and high score for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to boss score (Sp) is:&lt;br /&gt;
 Sp = Gs/10 + Bs + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Gs = global speed rank&lt;br /&gt;
 Bs = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The total density rank contribution to boss score (De) is:&lt;br /&gt;
 De = Dg/10 + Db + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Gs = global speed rank&lt;br /&gt;
 Bs = boss speed rank&lt;br /&gt;
&lt;br /&gt;
The high score contribution to boss score is:&lt;br /&gt;
 H = high_score/10,000&lt;br /&gt;
&lt;br /&gt;
Finally, the base formula for boss score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + (H * De)/2&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 H = score contribution from the stage high score&lt;br /&gt;
 Sp = score contribution from speed rank&lt;br /&gt;
 De = score contribution from density rank&lt;br /&gt;
&lt;br /&gt;
===== White / No Grid =====&lt;br /&gt;
When a boss is destroyed with auto, the resulting score is:&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with laser, the resulting score is:&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = H * Sp + (H * De)/2&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; =====&lt;br /&gt;
 boss_score = (H * Sp)/2 + H * De&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid =====&lt;br /&gt;
 boss score = H * Sp + H * De&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Information research on bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>Raadgiver</name></author>
		
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