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	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-07-28T17:01:49Z</updated>
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	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38643</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38643"/>
		<updated>2026-06-24T03:08:49Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|imagecaption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' is similar to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
The game has three difficulty settings. On higher difficulties, enemies spawn and fire more frequently, and the Dose meter charges more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-9A2'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]]  &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Standard Force''' - The classic Force with no special abilities. Wanders when detached. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Diffusion Wave Cannon''' - The standard charge shot. Deals good damage and penetrates zako. &amp;lt;br&amp;gt; [[File:RTypeDelta r9 charge.jpg|320px|frameless|center]]|| &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''RX-10'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Tentacle Force''' - While attached has two tentacles that shift with movement. When detached, aims and lunges at enemies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Shock Wave Cannon''' - An instant blast. Deals high single target damage, but only penetrates a short distance behind the initial target. Creates a large explosion when fully charged. &amp;lt;br&amp;gt; [[File:RTypeDelta rx charge.jpg|320px|frameless|center]]||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]] &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-13A'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Anchor Force''' - Latches onto enemies, dealing continuous contact damage. Tethered to the ship by a chain that also deals damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt;   '''Lightning Wave Cannon''' - A homing lightning shot. Doesn't deal as much damage as the other two wave cannons, but has high coverage, even with rapid bursts. &amp;lt;br&amp;gt; [[File:RTypeDelta r13 charge.jpg|320px|frameless|center]]||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''POW Armor'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta POW.jpg|320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Bydo Force''' - Sprays bullets in all directions. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt;  '''Bydo Cannon''' - Shoots slow-moving, phantom images of iconic Bydo. &amp;lt;br&amp;gt; [[File:RTypeDelta POW charge.jpg|320px|frameless|center]]||&lt;br /&gt;
'''Red''': Wavy Laser &amp;lt;br&amp;gt; [[File:RTypeDelta POW r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': 3-Way Reflect &amp;lt;br&amp;gt; [[File:RTypeDelta POW b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Bounce Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta POW y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Upon picking up a laser crystal, a Lvl 1 Force will spawn in from the left side of the screen. The Force can be mounted to the front or back of your ship and will block projectiles and deal contact damage. You can launch the Force by pressing X. &lt;br /&gt;
&lt;br /&gt;
The Force has three states when detached from the player. In the launch state, it barrels forward and deals high contact damage until it hits a wall, a high-health enemy, or the edge of the screen. It will then enter a wandering state where it moves slowly back towards the 3/4 point of the screen, after which it'll enter a resting state where it tries to vertically align itself with the player.&lt;br /&gt;
&lt;br /&gt;
Picking up another laser crystal will level up the Force, allowing you to fire a special beam weapon when the Force is attached.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and may also fire projectiles depending on your ship's beam weapon type.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which deal splash damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Easy/Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Normal/Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Hard/Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon. Most boss enemy spawns do not provide points, but blocking bullets does, meaning that bosses who fire regular bullets can be milked until they time out.&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;
The R13 is likely the best ship for survival due to its high-coverage charge shot and ability to rapidly build Dose. Rapidly tapping the charge shot is an easy way to clear the screen of zako, something which becomes vital on stages 5 and 7. The Anchor Force deals very high DPS at 100% Dose.&lt;br /&gt;
&lt;br /&gt;
The RX's Tentacle Force is a reliable shield due to its wide reach but can be a bit awkward to control. Its Yellow weapon is very useful on certain sections of the game, in particular Stage 5. The detached Tentacle Force deals a lot of damage.&lt;br /&gt;
&lt;br /&gt;
Most areas of the game are recoverable, but dying on stages 6 or 7 can be brutal. The final boss in particular is much easier if the player has two Bits. It's possible to recover, but very difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version is accurate to the original, but also has some additional features:&lt;br /&gt;
* HD graphics (can be toggled off)&lt;br /&gt;
* Practice mode&lt;br /&gt;
* Option to remove slowdown&lt;br /&gt;
* Additional video options&lt;br /&gt;
* Remixed soundtrack&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38642</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38642"/>
		<updated>2026-06-24T03:05:45Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' is similar to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
The game has three difficulty settings. On higher difficulties, enemies spawn and fire more frequently, and the Dose meter charges more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-9A2'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]]  &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Standard Force''' - The classic Force with no special abilities. Wanders when detached. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Diffusion Wave Cannon''' - The standard charge shot. Deals good damage and penetrates zako. &amp;lt;br&amp;gt; [[File:RTypeDelta r9 charge.jpg|320px|frameless|center]]|| &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''RX-10'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Tentacle Force''' - While attached has two tentacles that shift with movement. When detached, aims and lunges at enemies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Shock Wave Cannon''' - An instant blast. Deals high single target damage, but only penetrates a short distance behind the initial target. Creates a large explosion when fully charged. &amp;lt;br&amp;gt; [[File:RTypeDelta rx charge.jpg|320px|frameless|center]]||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]] &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-13A'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Anchor Force''' - Latches onto enemies, dealing continuous contact damage. Tethered to the ship by a chain that also deals damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt;   '''Lightning Wave Cannon''' - A homing lightning shot. Doesn't deal as much damage as the other two wave cannons, but has high coverage, even with rapid bursts. &amp;lt;br&amp;gt; [[File:RTypeDelta r13 charge.jpg|320px|frameless|center]]||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''POW Armor'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta POW.jpg|320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Bydo Force''' - Sprays bullets in all directions. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt;  '''Bydo Cannon''' - Shoots slow-moving, phantom images of iconic Bydo. &amp;lt;br&amp;gt; [[File:RTypeDelta POW charge.jpg|320px|frameless|center]]||&lt;br /&gt;
'''Red''': Wavy Laser &amp;lt;br&amp;gt; [[File:RTypeDelta POW r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': 3-Way Reflect &amp;lt;br&amp;gt; [[File:RTypeDelta POW b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Bounce Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta POW y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Upon picking up a laser crystal, a Lvl 1 Force will spawn in from the left side of the screen. The Force can be mounted to the front or back of your ship and will block projectiles and deal contact damage. You can launch the Force by pressing X. &lt;br /&gt;
&lt;br /&gt;
The Force has three states when detached from the player. In the launch state, it barrels forward and deals high contact damage until it hits a wall, a high-health enemy, or the edge of the screen. It will then enter a wandering state where it moves slowly back towards the 3/4 point of the screen, after which it'll enter a resting state where it tries to vertically align itself with the player.&lt;br /&gt;
&lt;br /&gt;
Picking up another laser crystal will level up the Force, allowing you to fire a special beam weapon when the Force is attached.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and may also fire projectiles depending on your ship's beam weapon type.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which deal splash damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Easy/Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Normal/Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Hard/Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon. Most boss enemy spawns do not provide points, but blocking bullets does, meaning that bosses who fire regular bullets can be milked until they time out.&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;
The R13 is likely the best ship for survival due to its high-coverage charge shot and ability to rapidly build Dose. Rapidly tapping the charge shot is an easy way to clear the screen of zako, something which becomes vital on stages 5 and 7. The Anchor Force deals very high DPS at 100% Dose.&lt;br /&gt;
&lt;br /&gt;
The RX's Tentacle Force is a reliable shield due to its wide reach but can be a bit awkward to control. Its Yellow weapon is very useful on certain sections of the game, in particular Stage 5. The detached Tentacle Force deals a lot of damage.&lt;br /&gt;
&lt;br /&gt;
Most areas of the game are recoverable, but dying on stages 6 or 7 can be brutal. The final boss in particular is much easier if the player has two Bits. It's possible to recover, but very difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version is accurate to the original, but also has some additional features:&lt;br /&gt;
* HD graphics (can be toggled off)&lt;br /&gt;
* Practice mode&lt;br /&gt;
* Option to remove slowdown&lt;br /&gt;
* Additional video options&lt;br /&gt;
* Remixed soundtrack&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_rx_charge.jpg&amp;diff=38641</id>
		<title>File:RTypeDelta rx charge.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_rx_charge.jpg&amp;diff=38641"/>
		<updated>2026-06-24T02:54:17Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r13_charge.jpg&amp;diff=38640</id>
		<title>File:RTypeDelta r13 charge.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r13_charge.jpg&amp;diff=38640"/>
		<updated>2026-06-24T02:54:11Z</updated>

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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r9_charge.jpg&amp;diff=38639</id>
		<title>File:RTypeDelta r9 charge.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r9_charge.jpg&amp;diff=38639"/>
		<updated>2026-06-24T02:54:04Z</updated>

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&lt;hr /&gt;
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		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_POW_y.jpg&amp;diff=38638</id>
		<title>File:RTypeDelta POW y.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_POW_y.jpg&amp;diff=38638"/>
		<updated>2026-06-24T02:53:54Z</updated>

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&lt;hr /&gt;
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		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_POW_r.jpg&amp;diff=38637</id>
		<title>File:RTypeDelta POW r.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_POW_r.jpg&amp;diff=38637"/>
		<updated>2026-06-24T02:53:44Z</updated>

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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_POW_charge.jpg&amp;diff=38636</id>
		<title>File:RTypeDelta POW charge.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_POW_charge.jpg&amp;diff=38636"/>
		<updated>2026-06-24T02:53:33Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_POW_b.jpg&amp;diff=38635</id>
		<title>File:RTypeDelta POW b.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_POW_b.jpg&amp;diff=38635"/>
		<updated>2026-06-24T02:53:23Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_POW.jpg&amp;diff=38634</id>
		<title>File:RTypeDelta POW.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_POW.jpg&amp;diff=38634"/>
		<updated>2026-06-24T02:53:08Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38611</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38611"/>
		<updated>2026-06-23T04:58:46Z</updated>

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&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' is similar to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
The game has three difficulty settings. On higher difficulties, enemies spawn and fire more frequently, and the Dose meter charges more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-9A2'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Standard Force''' - The classic Force with no special abilities. Wanders when detached. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Diffusion Wave Cannon''' - The standard charge shot. Deals good damage and penetrates zako. || &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''RX-10'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Tentacle Force''' - While attached has two tentacles that shift with movement. When detached, aims and lunges at enemies. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Shock Wave Cannon''' - An instant blast. Deals high single target damage, but only penetrates a short distance behind the initial target. Creates a large explosion when fully charged. ||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]] &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-13A'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Anchor Force''' - Latches onto enemies, dealing continuous contact damage. Tethered to the ship by a chain that also deals damage. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt;   '''Lightning Wave Cannon''' - A homing lightning shot. Doesn't deal as much damage as the other two wave cannons, but has high coverage, even with rapid bursts.||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Upon picking up a laser crystal, a Lvl 1 Force will spawn in from the left side of the screen. The Force can be mounted to the front or back of your ship and will block projectiles and deal contact damage. You can launch the Force by pressing X. &lt;br /&gt;
&lt;br /&gt;
The Force has three states when detached from the player. In the launch state, it barrels forward and deals high contact damage until it hits a wall, a high-health enemy, or the edge of the screen. It will then enter a wandering state where it moves slowly back towards the 3/4 point of the screen, after which it'll enter a resting state where it tries to vertically align itself with the player.&lt;br /&gt;
&lt;br /&gt;
Picking up another laser crystal will level up the Force, allowing you to fire a special beam weapon when the Force is attached.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and may also fire projectiles depending on your ship's beam weapon type.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which deal splash damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Easy/Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Normal/Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Hard/Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon. Most boss enemy spawns do not provide points, but blocking bullets does, meaning that bosses who fire regular bullets can be milked until they time out.&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;
The R13 is likely the best ship for survival due to its high-coverage charge shot and ability to rapidly build Dose. Rapidly tapping the charge shot is an easy way to clear the screen of zako, something which becomes vital on stages 5 and 7. The Anchor Force deals very high DPS at 100% Dose.&lt;br /&gt;
&lt;br /&gt;
The RX's Tentacle Force is a reliable shield due to its wide reach but can be a bit awkward to control. Its Yellow weapon is very useful on certain sections of the game, in particular Stage 5. The detached Tentacle Force deals a lot of damage.&lt;br /&gt;
&lt;br /&gt;
Most areas of the game are recoverable, but dying on stages 6 or 7 can be brutal. The final boss in particular is much easier if the player has two Bits. It's possible to recover, but very difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version is accurate to the original, but also has some additional features:&lt;br /&gt;
* HD graphics (can be toggled off)&lt;br /&gt;
* Practice mode&lt;br /&gt;
* Option to remove slowdown&lt;br /&gt;
* Additional video options&lt;br /&gt;
* Remixed soundtrack&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=38609</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=38609"/>
		<updated>2026-06-22T23:15:22Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Irem_logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
== Irem ==&lt;br /&gt;
'''Irem''' is a Japanese video game developer and publisher. They were primarily a developer of arcade games, the most notable being '''''Moon Patrol''''', '''''Kung-Fu Master''''', and the '''''[[R-Type series]]''''' of [[shooting game]]s. Irem's video game division was shuttered in 1994, with many developers leaving to form '''Nazca Corporation'''. In 1996, Irem's parent company Nanao reformed it's game division under the name '''Irem Software Engineering''', focusing solely on console development. After the 2011 Tōhoku earthquake and tsunami, Irem Software Engineering ceased all game development in favor of pachinko and slot machine development. Some of the game developers moved on to form '''Granzella''', the company currently responsible for '''''[[R-Type Final 2]]''''' on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Shooting game]]s developed by Irem =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Mr. HELI no Daibōken/Battle Chopper - 1987 (JP only)&lt;br /&gt;
X Multiply - 1989 (JP only)&lt;br /&gt;
R-Type 2 - 1989 (JP) 1990 (world), partially ported to SNES as Super R-Type&lt;br /&gt;
Armed Police Unit Gallop/Cosmic Cop - 1991 (JP/NA)&lt;br /&gt;
Super R-Type - 1991 (NA/JP) 1992 (EU)&lt;br /&gt;
R-Type Leo - 1992 (world)&lt;br /&gt;
In the Hunt - 1993 (world)&lt;br /&gt;
R-Type III: The Third Lightning - 1993 (JP) 1994 (world)&lt;br /&gt;
R-Type Final - 2003 (JP) 2004 (world)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mr. HELI no Daiboken]]'' (Battle Chopper) || 1987 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem (JP), Nintendo (NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Breed]]'' || 1989 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type II]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X Multiply]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Air Duel]]'' || 1990 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Blaster]]'' (Lethal Thunder) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Unit Gallop]]'' (Cosmic Cop) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super R-Type]]'' || 1991 || Irem (NA/JP/EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Keibitai Gun Hohki]]'' (Mystic Riders) || 1992 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Leo]]'' || 1992 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Barrel]]'' (Air Assault) || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaitei Daisensou]]'' (In the Hunt) || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type III: The Third Lightning]]'' || 1993 || Irem (JP/EU), Jaleco (NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || Irem (JP), Agetec (NA), Sony (EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Final]]'' || 2003 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38608</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38608"/>
		<updated>2026-06-22T23:11:26Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' is similar to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
The game has three difficulty settings. On higher difficulties, enemies spawn and fire more frequently, and the Dose meter charges more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-9A2'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Standard Force''' - The classic Force with no special abilities. Wanders when detached. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Diffusion Wave Cannon''' - The standard charge shot. Deals good damage and penetrates zako. || &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''RX-10'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Tentacle Force''' - While attached has two tentacles that shift with movement. When detached, aims and lunges at enemies. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Shock Wave Cannon''' - An instant blast. Deals high single target damage, but only penetrates a short distance behind the initial target. ||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]] &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-13A'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Anchor Force''' - Latches onto enemies, dealing continuous contact damage. Tethered to the ship by a chain that also deals damage. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt;   '''Lightning Wave Cannon''' - A homing lightning shot. Doesn't deal as much damage as the other two wave cannons, but has high coverage, even with rapid bursts.||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Upon picking up a laser crystal, a Lvl 1 Force will spawn in from the left side of the screen. The Force can be mounted to the front or back of your ship and will block projectiles and deal contact damage. You can launch the Force by pressing X. &lt;br /&gt;
&lt;br /&gt;
The Force has three states when detached from the player. In the launch state, it barrels forward and deals high contact damage until it hits a wall, a high-health enemy, or the edge of the screen. It will then enter a wandering state where it moves slowly back towards the 3/4 point of the screen, after which it'll enter a resting state where it tries to vertically align itself with the player.&lt;br /&gt;
&lt;br /&gt;
Picking up another laser crystal will level up the Force, allowing you to fire a special beam weapon when the Force is attached.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and may also fire projectiles depending on your ship's beam weapon type.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which deal splash damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Easy/Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Normal/Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Hard/Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon. Most boss enemy spawns do not provide points, but blocking bullets does, meaning that bosses who fire regular bullets can be milked until they time out.&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;
The R13 is the best ship for survival (and likely for scoring as well) due to its high-coverage charge shot and ability to rapidly build Dose. Rapidly tapping the charge shot is an easy way to clear the screen of zako, something which becomes vital on stages 5 and 7.&lt;br /&gt;
&lt;br /&gt;
Most areas of the game are recoverable, but dying on stages 6 or 7 can be brutal. The final boss in particular is much easier if the player has two Bits. It's possible to recover, but very difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version is accurate to the original, but also has some additional features:&lt;br /&gt;
* HD graphics (can be toggled off)&lt;br /&gt;
* Practice mode&lt;br /&gt;
* Option to remove slowdown&lt;br /&gt;
* Additional video options&lt;br /&gt;
* Remixed soundtrack&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38545</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38545"/>
		<updated>2026-06-20T23:31:52Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' plays similarly to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force mechanic. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
The game has three difficulty settings. On higher difficulties, enemies spawn and fire more frequently, and the Dose meter charges more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 50%; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-9A2'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Standard Force''' - The classic Force with no special abilities. Wanders when detached. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Diffusion Wave Cannon''' - The standard charge shot. Deals good damage and penetrates zako. || &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''RX-10'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Tentacle Force''' - While attached has two tentacles that shift with movement. When detached, wanders and occasionally lunges at enemies. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt; '''Shock Wave Cannon''' - An instant blast. Deals high single target damage, but only penetrates a short distance behind the initial target. ||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]] &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''R-13A'''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''''FORCE TYPE:''''' &amp;lt;br&amp;gt; '''Anchor Force''' - Latches onto enemies, dealing continuous contact damage. Tethered to the ship by a chain that also deals damage. &amp;lt;br&amp;gt; '''''CHARGE SHOT:''''' &amp;lt;br&amp;gt;   '''Lightning Wave Cannon''' - A homing lightning shot. Doesn't deal as much damage as the other two wave cannons, but has high coverage, even with rapid bursts.||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Like in other ''R-Type'' games, the Force can block most, but not all, projectiles and deals contact damage when touching enemies. When a Lvl 2 or 3 Force is attached, either to the front or back of your ship, it will fire a special beam weapon.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and also fire a basic projectile.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which supplement your damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Easy/Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Normal/Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Hard/Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It follows that optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon. Most boss enemy spawns do not provide points, but blocking bullets does, meaning that bosses who fire regular bullets can be milked until they time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version is accurate to the original, but also has some additional features:&lt;br /&gt;
* HD graphics (can be toggled off)&lt;br /&gt;
* Practice mode&lt;br /&gt;
* Option to remove slowdown&lt;br /&gt;
* Additional video options&lt;br /&gt;
* Remixed soundtrack&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38543</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38543"/>
		<updated>2026-06-20T09:17:02Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' plays similarly to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force mechanic. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
The game has three difficulty settings. On higher difficulties, enemies spawn and fire more frequently, and the Dose meter charges more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams !! Wave Cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''R-9A2''' &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; The classic ship. &amp;lt;br&amp;gt; '''Round Force''' - || &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| '''Diffusion Wave Cannon''' - The standard charge shot. Deals good damage and penetrates zako.&lt;br /&gt;
|-&lt;br /&gt;
| '''RX-10''' &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''Tentacle Force''' -||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| '''Shock Wave Cannon''' - An instant blast. Deals high single target damage, but only penetrates a short distance behind the initial target.&lt;br /&gt;
|-&lt;br /&gt;
| '''R-13A''' &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; The classic ship. &amp;lt;br&amp;gt; '''Anchor Force''' - Latches onto enemies, dealing continuous contact damage. Tethered to the ship by a chain that also deals damage. ||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| '''Lightning Wave Cannon''' - A homing lightning shot. Doesn't deal as much damage as the other two wave cannons, but has high coverage, even with rapid bursts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Like in other ''R-Type'' games, the Force can block most, but not all, projectiles and deals contact damage when touching enemies. When a Lvl 2 or 3 Force is attached, either to the front or back of your ship, it will fire a special beam weapon.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and also fire a basic projectile.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which supplement your damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Easy/Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Normal/Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Hard/Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It follows that optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon. Most boss enemy spawns do not provide points, but blocking bullets does, meaning that bosses who fire regular bullets can be milked until they time out.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version is accurate to the original, but also has some additional features:&lt;br /&gt;
* HD graphics (can be toggled off)&lt;br /&gt;
* Practice mode&lt;br /&gt;
* Option to remove slowdown&lt;br /&gt;
* Additional video options&lt;br /&gt;
* Remixed soundtrack&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38526</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38526"/>
		<updated>2026-06-19T07:18:38Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' plays similarly to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force mechanic. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams !! Wave Cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''R-9A2''' &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; The classic ship. &amp;lt;br&amp;gt; '''Round Force''' - || &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| Diffusion wave cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''RX-10''' &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''Tentacle Force''' -||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| Shock wave cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''R-13A''' &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''Anchor Force''' - ||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| Lightning wave cannon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Like in other ''R-Type'' games, the Force can block most, but not all, projectiles and deals contact damage when touching enemies. When a Lvl 2 or 3 Force is attached, either to the front or back of your ship, it will fire a special beam weapon.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and also fire a basic projectile.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which supplement your damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It follows that optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38525</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38525"/>
		<updated>2026-06-19T07:17:27Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' plays similarly to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force mechanic. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Beams !! Wave Cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''R-9A2''' &amp;lt;br&amp;gt; [[File:RTypeDelta r9.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; The classic ship. &amp;lt;br&amp;gt; '''Round Force''' - || &lt;br /&gt;
'''Red''': Air-to-Air Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Reflective Laser &amp;lt;br&amp;gt; [[File:RTypeDelta r9 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Air-to-Ground Laser  &amp;lt;br&amp;gt; [[File:RTypeDelta r9 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| Diffusion wave cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''RX-10''' &amp;lt;br&amp;gt; [[File:RTypeDelta rx.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''Tentacle Force''' -||&lt;br /&gt;
'''Red''': Sting Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Hound Ray &amp;lt;br&amp;gt; [[File:RTypeDelta rx b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Snail Ray  &amp;lt;br&amp;gt; [[File:RTypeDelta rx y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| Shock wave cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''R-13A''' &amp;lt;br&amp;gt; [[File:RTypeDelta r13.webp‎ |320px|frameless|center]] &amp;lt;br&amp;gt; '''Anchor Force''' - ||&lt;br /&gt;
'''Red''': Shade Alpha &amp;lt;br&amp;gt; [[File:RTypeDelta r13 r.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue''': Search Beta &amp;lt;br&amp;gt; [[File:RTypeDelta r13 b.jpg ‎ |320px|frameless|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
'''Yellow''': Terminator Gamma  &amp;lt;br&amp;gt; [[File:RTypeDelta r13 y.jpg ‎ |320px|frameless|center]]&lt;br /&gt;
|| Lightning wave cannon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Like in other ''R-Type'' games, the Force can block most, but not all, projectiles and deals contact damage when touching enemies. When a Lvl 2 or 3 Force is attached, either to the front or back of your ship, it will fire a special beam weapon.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and also fire a basic projectile.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which supplement your damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It follows that optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_rx.webp&amp;diff=38524</id>
		<title>File:RTypeDelta rx.webp</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_rx.webp&amp;diff=38524"/>
		<updated>2026-06-19T07:10:11Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r13.webp&amp;diff=38523</id>
		<title>File:RTypeDelta r13.webp</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r13.webp&amp;diff=38523"/>
		<updated>2026-06-19T07:09:57Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r9.webp&amp;diff=38522</id>
		<title>File:RTypeDelta r9.webp</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r9.webp&amp;diff=38522"/>
		<updated>2026-06-19T07:09:41Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r9_r.jpg&amp;diff=38521</id>
		<title>File:RTypeDelta r9 r.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r9_r.jpg&amp;diff=38521"/>
		<updated>2026-06-19T07:00:27Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: Reflector88 reverted File:RTypeDelta r9 r.jpg to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r9_r.jpg&amp;diff=38520</id>
		<title>File:RTypeDelta r9 r.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r9_r.jpg&amp;diff=38520"/>
		<updated>2026-06-19T06:58:21Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: Reflector88 uploaded a new version of File:RTypeDelta r9 r.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_rx_y.jpg&amp;diff=38519</id>
		<title>File:RTypeDelta rx y.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_rx_y.jpg&amp;diff=38519"/>
		<updated>2026-06-19T06:52:18Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_rx_r.jpg&amp;diff=38518</id>
		<title>File:RTypeDelta rx r.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_rx_r.jpg&amp;diff=38518"/>
		<updated>2026-06-19T06:52:10Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
	</entry>
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		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_rx_b.jpg&amp;diff=38517</id>
		<title>File:RTypeDelta rx b.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_rx_b.jpg&amp;diff=38517"/>
		<updated>2026-06-19T06:52:00Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r13_y.jpg&amp;diff=38516</id>
		<title>File:RTypeDelta r13 y.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r13_y.jpg&amp;diff=38516"/>
		<updated>2026-06-19T06:51:51Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r13_r.jpg&amp;diff=38515</id>
		<title>File:RTypeDelta r13 r.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r13_r.jpg&amp;diff=38515"/>
		<updated>2026-06-19T06:51:42Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r13_b.jpg&amp;diff=38514</id>
		<title>File:RTypeDelta r13 b.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r13_b.jpg&amp;diff=38514"/>
		<updated>2026-06-19T06:51:34Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r9_y.jpg&amp;diff=38513</id>
		<title>File:RTypeDelta r9 y.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r9_y.jpg&amp;diff=38513"/>
		<updated>2026-06-19T06:51:26Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r9_b.jpg&amp;diff=38512</id>
		<title>File:RTypeDelta r9 b.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r9_b.jpg&amp;diff=38512"/>
		<updated>2026-06-19T06:51:17Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_r9_r.jpg&amp;diff=38511</id>
		<title>File:RTypeDelta r9 r.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_r9_r.jpg&amp;diff=38511"/>
		<updated>2026-06-19T06:50:53Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
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	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38509</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38509"/>
		<updated>2026-06-19T06:05:08Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' plays similarly to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force mechanic. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc !! Beams !! Force !! Wave Cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''R-9A2''' || The classic ship. || Red: Air-to-Air Laser &amp;lt;br&amp;gt; Blue: Reflective Laser &amp;lt;br&amp;gt; Yellow: Air-to-Ground Laser || Round Force || Charged energy blast&lt;br /&gt;
|-&lt;br /&gt;
| '''RX-10''' || || Red: Sting Ray &amp;lt;br&amp;gt; Blue: Hound Ray &amp;lt;br&amp;gt; Yellow: Snail Ray || Tentacle Force || Internal energy blast&lt;br /&gt;
|-&lt;br /&gt;
| '''R-13A''' || || Red: Shade Alpha &amp;lt;br&amp;gt; Blue: Search Beta &amp;lt;br&amp;gt; Yellow: Terminator Gamma || Anchor Force || Chain lightning &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Like in other ''R-Type'' games, the Force can block most, but not all, projectiles and deals contact damage when touching enemies. When a Lvl 2 or 3 Force is attached, either to the front or back of your ship, it will fire a special beam weapon.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and also fire a basic projectile.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which supplement your damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It follows that optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38508</id>
		<title>R-Type Delta</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Delta&amp;diff=38508"/>
		<updated>2026-06-19T06:04:10Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: Created page with &amp;quot;{{GameInfobox |bordercolor = black |title = R-Type Delta |background = #f8f8f8 |image = RTypeDelta covertart.jpg |caption = Cover Art |width = 324px; |imagescalepx = 316px  |d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = R-Type Delta&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RTypeDelta covertart.jpg&lt;br /&gt;
|caption = Cover Art&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 316px&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|director = Hiroya Kita&lt;br /&gt;
|&lt;br /&gt;
|designer = Koichi Kita&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''PS1''' &amp;lt;br&amp;gt; Nov 19, 1998 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S, PC''' &amp;lt;br&amp;gt; Nov 20, 2025&lt;br /&gt;
|previousgame = [[Kaitei Daisensou]]&lt;br /&gt;
|nextgame = [[R-Type Final]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''R-Type Delta'' is a horizontal scrolling shoot 'em up developed by [[Irem]] and released on the PS1 in 1998. It was the fourth mainline R-Type game, and Irem's first 3D game.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''R Type Delta'' plays similarly to prior entries in the series. It has a checkpoint system, a two-tiered charge shot, and the Force mechanic. Unlike in prior R-Type games, touching walls will not kill you. Delta also removes the infamous speed powerups of earlier R-Type titles in favor of a manual speed adjust, and also adds a bomb-like mechanic in the form of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''☐:''' Shoot / Charge Wave Cannon&lt;br /&gt;
* '''X:''' Force&lt;br /&gt;
* '''◯/R2:''' Autofire&lt;br /&gt;
* '''△:''' Delta Weapon&lt;br /&gt;
* '''L1/L2''' Change Speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
'''R-Type Delta''' includes 4 player ships. The three R-series ships are unlocked from the beginning, and the secret POW Armor ship is unlocked either by clearing the game on Human/Bydo difficulty or by playing any one stage 100 times.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc !! Beams !! Force !! Wave Cannon&lt;br /&gt;
|-&lt;br /&gt;
| '''R-9A2''' || The classic ship. || Red: Air-to-Air Laser &amp;lt;br&amp;gt; Blue: Reflective Laser &amp;lt;br&amp;gt; Yellow: Air-to-Ground Laser || Round Force || Charged energy blast&lt;br /&gt;
|-&lt;br /&gt;
| '''RX-10''' || || Red: Sting Ray &amp;lt;br&amp;gt; Blue: Hound Ray &amp;lt;br&amp;gt; Yellow: Snail Ray || Tentacle Force || Internal energy blast&lt;br /&gt;
|-&lt;br /&gt;
| '''R-13A''' || || Red: Shade Alpha &amp;lt;br&amp;gt; Blue: Search Beta &amp;lt;br&amp;gt; Yellow: Terminator Gamma || Anchor Force || Chain lightning &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
=== Force ===&lt;br /&gt;
Like in other ''R-Type'' games, the Force can block most, but not all, projectiles and deals contact damage when touching enemies. When a Lvl 2 or 3 Force is attached, either to the front or back of your ship, it will fire a special beam weapon.&lt;br /&gt;
&lt;br /&gt;
=== Bits &amp;amp; Missiles ===&lt;br /&gt;
You can acquire a maximum of two Bits which float above and below your ship. These bits deal contact damage and also fire a basic projectile.&lt;br /&gt;
&lt;br /&gt;
Picking up a missile item allows you to fire missiles, which supplement your damage.&lt;br /&gt;
&lt;br /&gt;
=== Dose ===&lt;br /&gt;
Damage dealt and bullets blocked with the Force raise your Dose meter. The length of the Dose meter depends on the difficulty setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Maxmimum Dose&lt;br /&gt;
|-&lt;br /&gt;
| '''Kids''' || 4000&lt;br /&gt;
|-&lt;br /&gt;
| '''Human''' || 8000&lt;br /&gt;
|-&lt;br /&gt;
| '''Bydo''' || 24000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Dose is at 100%, you gain the following effects:&lt;br /&gt;
* Force does more contact damage&lt;br /&gt;
* Force has a bigger hitbox&lt;br /&gt;
* You get a score bonus when dealing damage with the Force&lt;br /&gt;
* You can activate the Delta Weapon&lt;br /&gt;
&lt;br /&gt;
Activating the Delta Weapon unleashes a screen filling attack that cancels enemy bullets and depletes your Dose meter. Note that the Delta Weapon does not grant invulnerability, so lasers and enemy collisions can still kill you.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
In addition to killing enemies, the player also gains score bonuses for utilizing the Force in different ways:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Force Action !! Bonus !! Bonus at Max Dose&lt;br /&gt;
|-&lt;br /&gt;
| Block an enemy projectile || +26 || +53&lt;br /&gt;
|-&lt;br /&gt;
| Kill a zako || +16 || +33&lt;br /&gt;
|-&lt;br /&gt;
| Contact an enemy || +1 per frame || +2 per frame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It follows that optimal scoring involves using the Force as much as possible and avoiding use of the Delta Weapon.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The HD Boosted version &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The RX's tentacles are a reference to Irem's [[X-Multiply]]&lt;br /&gt;
* The R13 has a special ending. Unlike the other 2 ships, it fails to escape the Bydo homeworld and becomes assimilated. It is later encountered as a boss in [[R-Type Final]]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RTypeDelta_covertart.jpg&amp;diff=38496</id>
		<title>File:RTypeDelta covertart.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RTypeDelta_covertart.jpg&amp;diff=38496"/>
		<updated>2026-06-19T05:11:37Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38464</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38464"/>
		<updated>2026-06-17T07:35:36Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center|360px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|caption = Flyer&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; Oct 27, 2005 &amp;lt;br&amp;gt; '''Sega Dreamcast''' &amp;lt;br&amp;gt; Mar 23, 2006 &amp;lt;br&amp;gt; '''PS3, Xbox 360''' &amp;lt;br&amp;gt; Mar 23, 2006 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S''' &amp;lt;br&amp;gt; Dec 5, 2024 &amp;lt;br&amp;gt; '''Windows'''&amp;lt;br&amp;gt; Feb 6, 2025&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.rev]] for the Sega NAOMI arcade board.&lt;br /&gt;
&lt;br /&gt;
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Under Defeat'' is a vertical, two-button shooter. Your helicopter has two weapons: a primary shot, and an Option. The primary shot consists of two anti-air vulcans and a center vulcan that can target both air and ground targets. The Option passively charges when you aren't shooting. Once fully charged, pressing the fire button will release it.&lt;br /&gt;
&lt;br /&gt;
Both the primary shot and the Option can be aimed by moving left and right. Holding fire locks your aim. The game features two aiming styles, Normal and Reverse. With Normal, your helicopter aims in the direction of your movement, and with Reverse, your helicopter aims in the direction opposite to your movement.&lt;br /&gt;
&lt;br /&gt;
[[File:UnderDefeat controls.png|540px|thumb|right]]&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A:''' Shoot / Release charged option&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 5.03''' || Fires two streams of bullets directly forward. Option must be charged.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 7.04''' || Fires two streams of bullets in a wider angle. No Option; the Option projectile is included with your primary shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 6.02''' || Fires two homing rockets. Option must be charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option item while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
[[File:UnderDefeat bomb.png|thumb|100px|right]]&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
The player can hold up to 6 bombs at once. Bombs damage everything on screen and render the player invulnerable for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on how you are performing. Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so. These are the base rank values for each stage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Loop 1 !! Loop 2&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || 0 || 19&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || 2 || 22&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 5 || 26&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || 8 || 28&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects enemy fire rate and bullet speed. This is especially pronounced on the second loop, where base rank is dramatically increased. When practicing stages, it is advisable to set the rank offset to +10 to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Enemies destroyed by the Option grant double the points, meaning that enemies with high score values are a priority target. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Proportional to Contribution Percentage. Doubled if Contribution is 100%, doubled at 1 life, and tripled at 0 lives.&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
Your Contribution Percentage is the percentage of &amp;quot;contribution targets&amp;quot; that were destroyed during the stage. Many high-health tanks and turrets are contribution targets, as are certain background elements such as the howitzers in stage 1 or the ship antennae in stage 2. Random zako tanks can also spawn as contribution targets, denoted by striped paint or darker coloration.&lt;br /&gt;
&lt;br /&gt;
There are also a handful of easter egg contribution targets that are easy to miss:&lt;br /&gt;
* Near the end of stage 1, a VIP car will drive out of the building by the edge of the water.&lt;br /&gt;
* In stage 2, during the boss battleship fight, there are two blue airplanes perched on the stern of the ship.&lt;br /&gt;
* Near the end of stage 3, a harmless lone vehicle will drive down the road before the exploding bridge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%. The second loop is a mirrored version of the first loop featuring alternate environments. Since base rank starts at +19, enemies fire more often and bullets are faster. Some enemies have different behaviors (e.g. the towers in 2-1 aim instead of firing straight forward), and others spawn revenge bullets on death.&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;
Target prioritization and screen management are highly important due to your narrow primary shot. If too many enemies clump up on screen, it's easy to get overwhelmed by intersecting bullet patterns. If you route correctly, micro-dodging is rarely a necessity.&lt;br /&gt;
&lt;br /&gt;
The Option is key to both scoring and survival. The Rocket does massive damage against bosses and can one-shot large groups of enemies, while the Vulcan and Cannon can supplement your DPS and/or cover blind spots. The Option is immune to bullets, but can be destroyed if it collides with an enemy.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The game was ported to the Dreamcast a year after its initial arcade release. The Dreamcast port is identical to the arcade version. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms. &lt;br /&gt;
&lt;br /&gt;
HD/HD+ has some extra features, including:&lt;br /&gt;
* Two extra helicopters&lt;br /&gt;
* New Order Mode, a 16:9 mode&lt;br /&gt;
* Arranged New Order Mode&lt;br /&gt;
* Arranged soundtracks&lt;br /&gt;
* Rank/Contribution display&lt;br /&gt;
* Twin stick support&lt;br /&gt;
&lt;br /&gt;
In addition to new features, there appear to be a few gameplay differences between the arcade and HD versions:&lt;br /&gt;
* Enemies seem to fire faster and more often in the original (needs confirmation)&lt;br /&gt;
* There are some bugs/unintentional changes, like the ability to shoot the stage 2 boss while it is offscreen.&lt;br /&gt;
* HD suffers from slowdown that isn't present in the original (fixed in HD+)&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)&lt;br /&gt;
* ''Under Defeat'' was one of the last games released on the Sega Dreamcast. The last five games released on the platform were all shoot 'em ups, the others being ''Trizeal'', ''Radirgy'', ''Triggerheart Exelica'', and ''Karous''.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38448</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38448"/>
		<updated>2026-06-17T05:16:44Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center|360px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|caption = Flyer&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; Oct 27, 2005 &amp;lt;br&amp;gt; '''Sega Dreamcast''' &amp;lt;br&amp;gt; Mar 23, 2006 &amp;lt;br&amp;gt; '''PS3, Xbox 360''' &amp;lt;br&amp;gt; Mar 23, 2006 &amp;lt;br&amp;gt; '''NS, PS4, PS5, Series X/S''' &amp;lt;br&amp;gt; Dec 5, 2024 &amp;lt;br&amp;gt; '''Windows'''&amp;lt;br&amp;gt; Feb 6, 2025&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.rev]] for the Sega NAOMI arcade board.&lt;br /&gt;
&lt;br /&gt;
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Under Defeat'' is a vertical, two-button shooter. Your helicopter has two weapons: a primary shot, and an Option. The primary shot consists of two anti-air vulcans and a center vulcan that can target both air and ground targets. The Option passively charges when you aren't shooting. Once fully charged, pressing the fire button will release it.&lt;br /&gt;
&lt;br /&gt;
Both the primary shot and the Option can be aimed by moving left and right. Holding fire locks your aim. The game features two aiming styles, Normal and Reverse. With Normal, your helicopter aims in the direction of your movement, and with Reverse, your helicopter aims in the direction opposite to your movement.&lt;br /&gt;
&lt;br /&gt;
[[File:UnderDefeat controls.png|540px|thumb|right]]&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A:''' Shoot / Release charged option&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 5.03''' || Fires two streams of bullets directly forward. Option must be charged.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 7.04''' || Fires two streams of bullets in a wider angle. No Option; the Option projectile is included with your primary shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 6.02''' || Fires two homing rockets. Option must be charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option item while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
[[File:UnderDefeat bomb.png|thumb|100px|right]]&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
The player can hold up to 6 bombs at once. Bombs damage everything on screen and render the player invulnerable for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== System Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on how you are performing. Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so. These are the base rank values for each stage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Loop 1 !! Loop 2&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || 0 || 19&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || 2 || 22&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 5 || 26&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || 8 || 28&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects enemy fire rate and bullet speed. This is especially pronounced on the second loop, where base rank is dramatically increased. When practicing stages, it is advisable to set the rank offset to +10 to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Enemies destroyed by the Option grant double the points, meaning that enemies with high score values are a priority target. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Proportional to Contribution Percentage. Doubled if Contribution is 100%, doubled at 1 life, and tripled at 0 lives.&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
Your Contribution Percentage is the percentage of &amp;quot;contribution targets&amp;quot; that were destroyed during the stage. Many high-health tanks and turrets are contribution targets, as are certain background elements such as the howitzers in stage 1 or the ship antennae in stage 2. Random zako tanks can also spawn as contribution targets, denoted by striped paint or darker coloration.&lt;br /&gt;
&lt;br /&gt;
There are also a handful of easter egg contribution targets that are easy to miss:&lt;br /&gt;
* Near the end of stage 1, a VIP car will drive out of the building by the edge of the water.&lt;br /&gt;
* In stage 2, during the boss battleship fight, there are two blue airplanes perched on the stern of the ship.&lt;br /&gt;
* Near the end of stage 3, a harmless lone vehicle will drive down the road before the exploding bridge.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%. The second loop is a mirrored version of the first loop featuring alternate environments. Since base rank starts at +19, enemies fire more often and bullets are faster. Some enemies have different behaviors (e.g. the towers in 2-1 aim instead of firing straight forward), and others spawn revenge bullets on death.&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;
Target prioritization and screen management are highly important due to your narrow primary shot. If too many enemies clump up on screen, it's easy to get overwhelmed by intersecting bullet patterns. If you route correctly, micro-dodging is rarely a necessity.&lt;br /&gt;
&lt;br /&gt;
The Option is key to both scoring and survival. The Rocket does massive damage against bosses and can one-shot large groups of enemies, while the Vulcan and Cannon can supplement your DPS and/or cover blind spots. The Option is immune to bullets, but can be destroyed if it collides with an enemy.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The game was ported to the Dreamcast a year after its initial arcade release. The Dreamcast port is identical to the arcade version. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms. The HD version has slowdown when played in TATE mode. HD+ fixes the slowdown issues.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)&lt;br /&gt;
* ''Under Defeat'' was one of the last games released on the Sega Dreamcast. The last five games released on the platform were all shoot 'em ups, the others being ''Trizeal'', ''Radirgy'', ''Triggerheart Exelica'', and ''Karous''.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:UnderDefeat_bomb.png&amp;diff=38446</id>
		<title>File:UnderDefeat bomb.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:UnderDefeat_bomb.png&amp;diff=38446"/>
		<updated>2026-06-17T04:14:27Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:UnderDefeat_controls.png&amp;diff=38445</id>
		<title>File:UnderDefeat controls.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:UnderDefeat_controls.png&amp;diff=38445"/>
		<updated>2026-06-17T04:14:19Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat/Video_Index&amp;diff=38438</id>
		<title>Under Defeat/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat/Video_Index&amp;diff=38438"/>
		<updated>2026-06-15T19:48:02Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade Mode ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Wes112&lt;br /&gt;
| 6,091,150&lt;br /&gt;
| PC&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=O5N97T-FuxI Youtube]&lt;br /&gt;
| HD+, VKL5.03, Normal&lt;br /&gt;
|-&lt;br /&gt;
| Aquas&lt;br /&gt;
| 4,558,130&lt;br /&gt;
| PS3&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dWjsKn924r0 Youtube]&lt;br /&gt;
| HD, VKL5.03, Reverse&lt;br /&gt;
|-&lt;br /&gt;
| iconoclast&lt;br /&gt;
| 4,476,440&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| 2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=rORTOq2eM9I&amp;amp;t=1378s Youtube]&lt;br /&gt;
| HD, VKL5.03, Normal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== New Order ==&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Wes112&lt;br /&gt;
| 5,875,760&lt;br /&gt;
| PC&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=QP5ZafSqXvM Youtube]&lt;br /&gt;
| HD+, VKL5.03, Normal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Under Defeat]][[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat/Video_Index&amp;diff=38437</id>
		<title>Under Defeat/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat/Video_Index&amp;diff=38437"/>
		<updated>2026-06-15T19:44:58Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: Created page with &amp;quot;thumb __TOC__ {{clear}}  == Arcade Mode ==  {| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot; |- ! style=&amp;quot;width:10%;&amp;quot; | Player ! style=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat flyer.jpg|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade Mode ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Wes112&lt;br /&gt;
| 6,091,150&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=O5N97T-FuxI Youtube]&lt;br /&gt;
| HD+, VKL5.03, Normal&lt;br /&gt;
|-&lt;br /&gt;
| iconoclast&lt;br /&gt;
| 4,476,440&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| 2-7&lt;br /&gt;
| [https://www.youtube.com/watch?v=rORTOq2eM9I&amp;amp;t=1378s Youtube]&lt;br /&gt;
| HD, VKL5.03, Normal&lt;br /&gt;
|-&lt;br /&gt;
| Aquas&lt;br /&gt;
| 4,558,130&lt;br /&gt;
| PS3&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dWjsKn924r0 Youtube]&lt;br /&gt;
| HD, VKL5.03, Reverse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi]][[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38389</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38389"/>
		<updated>2026-06-13T09:20:08Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|caption = Flyer&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Oct 27, 2005&lt;br /&gt;
&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.rev]] for the Sega NAOMI arcade board. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms.&lt;br /&gt;
&lt;br /&gt;
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire, fighting back against the Union.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Under Defeat'' uses a 3D engine, and the entire screen is tilted forward slightly. Your helicopter has two weapons: a primary shot, and an option. The primary shot consists of two anti-air vulcans and a center vulcan that can target both air and ground targets. The Option is a drone that can be released to fire independently.&lt;br /&gt;
&lt;br /&gt;
Both the primary shot and the option can be aimed by strafing. The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shoot&lt;br /&gt;
* '''A (Charged):''' The Option meter charges when you aren't shooting. Press A while fully charged to release your Option.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 5.03''' || Fires two streams of bullets directly forward. Option must be charged.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 7.04''' || Fires two streams of bullets in a wider angle. No Option; the Option projectile is included with your primary shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 6.02''' || Fires two homing rockets. Option must be charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option item while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player can collect up to a maximum of 6 Bombs. Bombs render the player invincible for a short period of time while also damaging everything on screen.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
The game features a rank system. Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on your actions. Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects enemy fire rate and bullet speed. This is especially pronounced on the second loop, where base rank is dramatically increased. When practicing stages, it is advisable to set the rank offset to +10 in order to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Enemies destroyed by the Option grant double the points, meaning that enemies with high score values are a priority target. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Proportional to Contribution Percentage. Doubled if Contribution is 100%, doubled at 1 life, and tripled at 0 lives.&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&lt;br /&gt;
&lt;br /&gt;
Your Contribution Percentage is the percentage of &amp;quot;contribution targets&amp;quot; that were destroyed during the stage. Many high-health enemies such as large tanks and turrets are fixed contribution targets, and background elements such as the howitzers in stage 1 can also be contribution targets. Random zako can also spawn as contribution targets, denoted by striped paint.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%. &lt;br /&gt;
The stages are mirrored and feature alternate environments. Since base rank starts at +19, enemies fire more often and bullets are faster. Some enemies have different behaviors, and others spawn revenge bullets on death.&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;
Target prioritization and screen management are highly important due to your narrow primary shot. If too many enemies clump up on screen, it's easy to get overwhelmed by intersecting bullet patterns. If you route correctly, micro-dodging is rarely a necessity.&lt;br /&gt;
&lt;br /&gt;
The Option is key to both scoring and survival. The Rocket does massive damage against bosses and can one-shot large groups of enemies, while the Vulcan and Cannon can supplement your DPS and/or cover blind spots. The Option is immune to bullets, but can be destroyed if it collides with an enemy.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The Dreamcast port is identical to the arcade version. The HD version has slowdown when played in TATE mode. HD+ fixes the slowdown issues.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)&lt;br /&gt;
* ''Under Defeat'' was one of the last games released on the Sega Dreamcast. The last five games released on the platform were all shoot 'em ups, the others being ''Trizeal'', ''Radirgy'', ''Triggerheart Exelica'', and ''Karous''.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38386</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38386"/>
		<updated>2026-06-13T05:14:46Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|caption = Flyer&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Oct 27, 2005&lt;br /&gt;
&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.rev]] for the Sega NAOMI arcade board. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms.&lt;br /&gt;
&lt;br /&gt;
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire, fighting back against the Union.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Like G.Rev's other titles, ''Under Defeat'' uses a 3D engine. The entire screen is on a slight tilt, and bullets can be intercepted by buildings depending on the player's position relative to the target. Your helicopter fires three streams of bullets. Only the center stream is capable of hitting grounded targets.&lt;br /&gt;
&lt;br /&gt;
The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the direction opposite to movement.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shoot&lt;br /&gt;
* '''A (Charged):''' The Option meter charges when you aren't shooting. Press A while fully charged to release your Option.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 5.03''' || Fires two streams of bullets directly forward. Option must be charged.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 7.04''' || Fires two streams of bullets in a wider angle. No Option; the Option projectile is included with your primary shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 6.02''' || Fires two homing rockets. Option must be charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player can collect up to a maximum of 6 Bombs. Bombs render the player invincible for a short period of time while also damaging everything on screen.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
The game features a rank system, but it has little bearing on strategy. Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on your actions.&lt;br /&gt;
&lt;br /&gt;
Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects the speed of enemy bullets. This is especially pronounced on the second loop, where base rank is dramatically increased.&lt;br /&gt;
&lt;br /&gt;
When practicing stages, it is advisable to set rank offset to +10 in order to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Enemies destroyed by the Option grant double the points. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Proportional to Contribution Percentage. Doubled if 100% and also increases the less lives you have.&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&lt;br /&gt;
&lt;br /&gt;
Your Contribution Percentage is the percentage of &amp;quot;contribution targets&amp;quot; that were destroyed during the stage. Many high-health enemies such as large tanks and turrets are fixed contribution targets, and background elements such as the howitzers in stage 1 can also be contribution targets. Random enemies can also be marked as contribution targets with striped paint.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%. The base rank value of stage 2-1 is +19, which is double that of stage 1-5, so bullets are noticeably faster. The screen is tinted a different color, the stages are mirrored, and certain enemies have new behaviors.&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;
Target prioritization and screen management are highly important due to your narrow primary shot. If too many enemies clump up on screen, it's easy to get overwhelmed by intersecting bullet patterns. The game rarely requires micro-dodging if you route correctly.&lt;br /&gt;
&lt;br /&gt;
The Option is key to both scoring and survival. The Rocket does massive damage against bosses and can one-shot large groups of enemies, while the Vulcan and Cannon can supplement your DPS and/or cover blind spots. The Option is immune to bullets, but can be destroyed if it collides with an enemy.&lt;br /&gt;
&lt;br /&gt;
When scoring, large enemies with high score values are priority targets.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The arcade and Dreamcast ports are identical. The HD version has slowdown when played in TATE mode that trivializes the final boss. HD+ fixes the slowdown issues.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38379</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38379"/>
		<updated>2026-06-13T02:01:46Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|caption = Flyer&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Oct 27, 2005&lt;br /&gt;
&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.Rev]] for the Sega NAOMI arcade board. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms.&lt;br /&gt;
&lt;br /&gt;
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire, fighting back against the Union.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Like G.Rev's other titles, ''Under Defeat'' uses a 3D engine. The entire screen is on a slight tilt, and bullets can be intercepted by buildings depending on the player's position relative to the target. Your helicopter fires three streams of bullets. Only the center stream is capable of hitting grounded targets.&lt;br /&gt;
&lt;br /&gt;
The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the direction opposite to movement.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shoot&lt;br /&gt;
* '''A (Charged):''' The Option meter charges when you aren't shooting. Press A while fully charged to release your Option.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 5.03''' || Fires two streams of bullets directly forward. Option must be charged.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 7.04''' || Fires two streams of bullets in a wider angle. No Option; the Option projectile is included with your primary shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 6.02''' || Fires two homing rockets. Option must be charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player can collect up to a maximum of 6 Bombs. Bombs render the player invincible for a short period of time while also damaging everything on screen.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
The game features a rank system, but it has little bearing on strategy. Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on your actions.&lt;br /&gt;
&lt;br /&gt;
Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects the speed of enemy bullets. This is especially pronounced on the second loop, where base rank is dramatically increased.&lt;br /&gt;
&lt;br /&gt;
When practicing stages, it is advisable to set rank offset to +10 in order to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Enemies destroyed by the Option grant double the points. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Proportional to Contribution Percentage. Doubled if 100% and also increases the less lives you have.&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&lt;br /&gt;
&lt;br /&gt;
Your Contribution Percentage is the percentage of &amp;quot;contribution targets&amp;quot; that were destroyed during the stage. Many high-health enemies such as large tanks and turrets are fixed contribution targets, and background elements such as the howitzers in stage 1 can also be contribution targets. Random enemies can also be marked as contribution targets with striped paint.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%. The base rank value of stage 2-1 is +19, which is double that of stage 1-5, so bullets are noticeably faster. The screen is tinted a different color, the stages are mirrored, and certain enemies have new behaviors.&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;
Target prioritization and screen management are highly important due to your narrow primary shot. If too many enemies clump up on screen, it's easy to get overwhelmed by intersecting bullet patterns. The game rarely requires micro-dodging if you route correctly.&lt;br /&gt;
&lt;br /&gt;
The Option is key to both scoring and survival. The Rocket does massive damage against bosses and can one-shot large groups of enemies, while the Vulcan and Cannon can supplement your DPS and/or cover blind spots. The Option is immune to bullets, but can be destroyed if it collides with an enemy.&lt;br /&gt;
&lt;br /&gt;
When scoring, large enemies with high score values are priority targets.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The arcade and Dreamcast ports are identical. The HD version has slowdown when played in TATE mode that trivializes the final boss. HD+ fixes the slowdown issues.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38378</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38378"/>
		<updated>2026-06-13T01:59:17Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Flyer&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Oct 27, 2005&lt;br /&gt;
&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.Rev]] for the Sega NAOMI arcade board. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms.&lt;br /&gt;
&lt;br /&gt;
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire, fighting back against the Union.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Like G.Rev's other titles, ''Under Defeat'' uses a 3D engine. The entire screen is on a slight tilt, and bullets can be intercepted by buildings depending on the player's position relative to the target. Your helicopter fires three streams of bullets. Only the center stream is capable of hitting grounded targets.&lt;br /&gt;
&lt;br /&gt;
The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the direction opposite to movement.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shoot&lt;br /&gt;
* '''A (Charged):''' The Option meter charges when you aren't shooting. Pressing A while fully charged to release your Option.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Desc&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 5.03''' || Fires two streams of bullets directly forward. Option must be charged.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 7.04''' || Fires two streams of bullets in a wider angle. No Option; the Option projectile is included with your primary shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''VKL 6.02''' || Fires two homing rockets. Option must be charged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player can collect up to a maximum of 6 Bombs. Bombs render the player invincible for a short period of time while also damaging everything on screen.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
The game features a rank system, but it has little bearing on strategy. Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on your actions.&lt;br /&gt;
&lt;br /&gt;
Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects the speed of enemy bullets. This is especially pronounced on the second loop, where base rank is dramatically increased.&lt;br /&gt;
&lt;br /&gt;
When practicing stages, it is advisable to set rank offset to +10 in order to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Enemies destroyed by the Option grant double the points. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Proportional to Contribution Percentage. Doubled if 100% and also increases the less lives you have.&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&lt;br /&gt;
&lt;br /&gt;
Your Contribution Percentage is the percentage of &amp;quot;contribution targets&amp;quot; that were destroyed during the stage. Many high-health enemies such as large tanks and turrets are fixed contribution targets, and background elements such as the howitzers in stage 1 can also be contribution targets. Random enemies can also be marked as contribution targets with striped paint.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%. The base rank value of stage 2-1 is +19, which is double that of stage 1-5, so bullets are noticeably faster. The screen is tinted a different color, the stages are mirrored, and certain enemies have new behaviors.&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;
Target prioritization and screen management are highly important due to your narrow primary shot. If too many enemies clump up on screen, it's easy to get overwhelmed by intersecting bullet patterns. The game rarely requires micro-dodging if you route correctly.&lt;br /&gt;
&lt;br /&gt;
The Option is key to both scoring and survival. The Rocket does massive damage against bosses and can one-shot large groups of enemies, while the Vulcan and Cannon can supplement your DPS and/or cover blind spots. The Option is immune to bullets, but can be destroyed if it collides with an enemy.&lt;br /&gt;
&lt;br /&gt;
When scoring, large enemies with high score values are priority targets.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The arcade and Dreamcast ports are identical. The HD version has slowdown when played in TATE mode that trivializes the final boss. HD+ fixes the slowdown issues.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38377</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38377"/>
		<updated>2026-06-13T00:56:46Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Flyer&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Oct 27, 2005&lt;br /&gt;
&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.Rev]] for the Sega NAOMI arcade board. It was one of the last games released on the Sega Dreamcast.&lt;br /&gt;
&lt;br /&gt;
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire, fighting back against the Union's attack.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Like G.Rev's other titles, ''Under Defeat'' uses a 3D engine. The entire screen is on a slight tilt, and your bullets can sometimes be intercepted by intervening buildings depending on the angle. Your helicopter fires three streams of bullets. Only the center stream is capable of hitting grounded targets.&lt;br /&gt;
&lt;br /&gt;
The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the direction opposite to movement.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shoot&lt;br /&gt;
* '''A (Charged):''' The Option meter charges when you aren't shooting. Pressing A while fully charged to release your Option.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
The original arcade game only includes one ship. The HD remake includes three others.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The player can collect up to a maximum of 6 Bombs. Bombs render the player invincible for a short period of time while also damaging everything on screen.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
The game features a rank system, but it has little bearing on strategy. Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on your actions.&lt;br /&gt;
&lt;br /&gt;
Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects the speed of enemy bullets. This is especially pronounced on the second loop, where base rank is dramatically increased.&lt;br /&gt;
&lt;br /&gt;
When practicing stages, it is advisable to set rank offset to +10 in order to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Enemies destroyed by the Option give double the points. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Proportional to Contribution Percentage. Doubled if 100% and also increases the less lives you have.&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&lt;br /&gt;
&lt;br /&gt;
Your Contribution Percentage is the percentage of &amp;quot;contribution targets&amp;quot; that were destroyed during the stage. Many high-health enemies such as large tanks and turrets are fixed contribution targets, and background elements such as the howitzers in stage 1 can also be contribution targets. Random enemies can also be marked as contribution targets, in which case they will spawn with a striped paint job.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%. The base rank value of stage 2-1 is +19, which is double that of stage 1-5. The screen is tinted a different color, the stages are mirrored, and certain enemies have different behaviors.&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;
The game has a higher degree of randomness than in most other shmups. Many enemies have random bullet patterns, meaning that macro-dodging is preferable in most situations. Many of the bullet patterns are random, and the placement of contribution enemies is also random. Large enemies with high score values are priority targets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38374</id>
		<title>Under Defeat</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Under_Defeat&amp;diff=38374"/>
		<updated>2026-06-13T00:23:41Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: Created page with &amp;quot;center  {{GameInfobox |bordercolor = black |title = Under Defeat |background = #f8f8f8 |image = UnderDefeat flyer.jpg |width = 324px; |imagecap...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UnderDefeat header.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Under Defeat&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = UnderDefeat flyer.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Flyer&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = G.rev&lt;br /&gt;
|&lt;br /&gt;
|music = Shinji Hosoe&lt;br /&gt;
|&lt;br /&gt;
|program = Masakazu Takeda&lt;br /&gt;
|&lt;br /&gt;
|art = Nanashiki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Oct 27, 2005&lt;br /&gt;
&lt;br /&gt;
|previousgame = Senko no Ronde&lt;br /&gt;
|nextgame = Mamorukun Curse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.Rev]] for the Sega NAOMI arcade board. It was one of the last games released on the Sega Dreamcast.&lt;br /&gt;
&lt;br /&gt;
Like G.Rev's other titles, the game uses a 3D engine.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the direction opposite to movement.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shoot&lt;br /&gt;
* '''A (Charged):''' The Option meter charges when you aren't shooting. Pressing A while fully charged to release your Option.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
The original arcade game only includes one ship. The HD remake includes three others.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Pickup !! Power !! Charge Speed !! Delay !! Duration !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| '''Vulcan''' || [[File:Underdefeat vulcan.png|100px|frameless|center]] ||  Weak || 0.5 || 0 || 7 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| '''Cannon''' || [[File:Underdefeat cannon.png|100px|frameless|center]]  || Medium || 0.83 || 0.5 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
The game features a rank system, but it has little bearing on strategy. Each stage has a base rank value. Your rank is calculated by adding the base value to a &amp;quot;rank offset&amp;quot;, which can increase or decrease depending on your actions.&lt;br /&gt;
&lt;br /&gt;
Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.&lt;br /&gt;
&lt;br /&gt;
Rank primarily affects the speed of enemy bullets. This is especially pronounced on the second loop, where base rank is dramatically increased.&lt;br /&gt;
&lt;br /&gt;
When practicing stages, it is advisable to set rank offset to +10 in order to simulate the worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of &amp;gt;95%&lt;br /&gt;
&lt;br /&gt;
The base rank value of stage 2-1 is +19, which is double that of stage 1-5. The screen is tinted a different color, the stages are mirrored, and certain enemies have different behaviors.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Enemies destroyed by the Option give double the points. You gain tick points by shooting both destructible and indestructible objects. You receive the following bonuses at the end of each stage:&lt;br /&gt;
&lt;br /&gt;
* Skill Assessment - Contribution percentage multiplied by 200. The multiplier increases the less lives you have, meaning that optimal play involves dying twice on stage 1-1&lt;br /&gt;
* Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.&lt;br /&gt;
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.&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;
The game has a high degree of randomness. The Option type that the Option item spawns with is random.&lt;br /&gt;
Many of the bullet patterns are random, and the placement of contribution enemies is also random. Large enemies with high score values are priority targets.&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;
== References &amp;amp; Contributors ==&lt;br /&gt;
1. Page text, info, and formatting by [[User:Reflector88|Reflector88]]&lt;/div&gt;</summary>
		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:UnderDefeat_header.jpg&amp;diff=38372</id>
		<title>File:UnderDefeat header.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:UnderDefeat_header.jpg&amp;diff=38372"/>
		<updated>2026-06-12T23:09:33Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:UnderDefeat_flyer.jpg&amp;diff=38371</id>
		<title>File:UnderDefeat flyer.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:UnderDefeat_flyer.jpg&amp;diff=38371"/>
		<updated>2026-06-12T23:09:20Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
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	<entry>
		<id>https://shmups.wiki/index.php?title=File:Underdefeat_cannon.png&amp;diff=38370</id>
		<title>File:Underdefeat cannon.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Underdefeat_cannon.png&amp;diff=38370"/>
		<updated>2026-06-12T22:33:10Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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		<author><name>Reflector88</name></author>
		
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		<id>https://shmups.wiki/index.php?title=File:Underdefeat_vulcan.png&amp;diff=38369</id>
		<title>File:Underdefeat vulcan.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Underdefeat_vulcan.png&amp;diff=38369"/>
		<updated>2026-06-12T22:33:02Z</updated>

		<summary type="html">&lt;p&gt;Reflector88: &lt;/p&gt;
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