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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RinClarity</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RinClarity"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/RinClarity"/>
	<updated>2026-04-17T07:41:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://shmups.wiki/index.php?title=Talk:Hellfire&amp;diff=31836</id>
		<title>Talk:Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Talk:Hellfire&amp;diff=31836"/>
		<updated>2024-10-09T19:51:15Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''(DONE)''' This needs to go somewhere on the page but I've compiled an explanation of what the different Change button behaviors in the M2 port do&lt;br /&gt;
&lt;br /&gt;
== Weapon change options ==&lt;br /&gt;
=== Qualifies for Arcade and Arcade Allmix rankings ===&lt;br /&gt;
* '''A (Arcade):''' Tap Change button to cycle through shot types (front -&amp;gt; back -&amp;gt; vertical -&amp;gt; diagonal -&amp;gt; front). ''If you tap Shot while change is pressed down, this will also change shot type. Keep this in mind if you are using autofire.''&lt;br /&gt;
* '''B (Safety):''' As in type A, but if the Shot (30Hz Synchro) button is being held, the Change function will be disabled, so that you don't suddenly cycle through your weapons. Note that you will need to release the Shot Synchro button to change shot type. ''This ONLY applies to the Shot Synchro button. Using other types of autofire will still cause weapon cycling if you press them while Change is pressed down.''&lt;br /&gt;
=== Qualifies for Arcade Allmix ranking only ===&lt;br /&gt;
* '''C (Enhanced):''' As in the PC Engine and Megadrive versions of the game; weapon cycling happens once every time you press down the Change button. Pressing Shot while Change is also held down will not cycle through your weapons, unlike types A and B.&lt;br /&gt;
* '''D (Gladiator's Victory):''' Hold down Change, then do a directional input to change shot type. Right for front, left for back, up/down for vert, diagonal for diagonal.&lt;br /&gt;
* '''E (Supreme Ares):''' Your shot type will change in accordance with directional input (same mappings as type D); hold Change to lock your current shot type. Release directional input and Change and you will switch back to front shot.&lt;br /&gt;
* '''F (Galvanic Gamma Array 3rd):''' As in type E, but the inputs for forward and back shot are reversed; moving backward fires front shot and moving forward fires back shot. This type is a reference to ''[[GG Aleste 3: Last Messiah]]''.&lt;br /&gt;
* '''G (Imagined Future):''' As in type F, but releasing directional input keeps the last shot type you were using, instead of setting you back to front shot.&lt;br /&gt;
* '''H (Tidal Force Vector):''' As in type G, but using Shot Synchro will lock your current shot type.&lt;br /&gt;
&lt;br /&gt;
[[User:RinClarity|RinClarity]] ([[User talk:RinClarity|talk]]) 11:27, 12 August 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31835</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31835"/>
		<updated>2024-10-09T19:50:20Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */ Spelling fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player succeeds in spawning the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
Please note that your control scheme will determine which online leaderboards you can submit scores to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &amp;lt;center&amp;gt;'''Accepted in ARCADE and ARCADE-ALLMIX rankings'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &amp;lt;center&amp;gt;'''Accepted in ARCADE-ALLMIX ranking only'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backward shots are reversed: Left for Forward and Right for Backward. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:RinClarity|RinClarity]]: M2 port information (including control types), extends information, the fact that this game acts ''weird'' regarding pressing Change while rapid-firing the Shot&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31416</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31416"/>
		<updated>2024-08-25T06:36:21Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Custom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Atlus&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = Tsuneki Ikeda (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = Junya Inoue (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
&lt;br /&gt;
Note that unlike other CAVE games, there is no full-auto button. You will need an external method if you want a button that continously fires the main shot while held, such as an autofire controller or emulator autofire. The ''ESP Ra.De. Psi'' release does have a built-in autofire function (with 10, 12, 15, 20, and 30 Hz options, although only 10 Hz is necessary as faster options do not provide any known advantage&amp;lt;ref&amp;gt;The existence of multiple autofire frequencies is part of the ''M2 ShotTriggers'' framework; every ''M2STG'' release has adjustable autofire. It's more useful in games where autofire rate influences rank (''[[Battle Garegga]]'') or games with shot limits, like the [[Toaplan]] releases; less so in CAVE games like this one.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Yusuke Sagami &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#0c529a; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Yusuke Sagami&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Yusuke.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Fastest movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Narrow, linear, high damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can fire normal and Power Shots at the same time, resulting in a unique feel&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle his Power Shot about 65 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
• Causes less slowdown than the other characters&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; J.B 5th &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#6a0012; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J.B 5th&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_JB5th.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-fast movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot can't be manually angled, always goes straight ahead&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Irori Mimasaka &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#5254ba; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Irori Mimasaka&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Irori.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-slow movement, with little slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Wide, linear, low damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle her Power Shot about 35 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Alice Master &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#4d2a6f; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Alice Master&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Alice.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Exclusive to ESP Ra.De. Psi and must be unlocked for use&amp;lt;br&amp;gt;&lt;br /&gt;
• Slowest speed out of all four characters&amp;lt;br&amp;gt;&lt;br /&gt;
• Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot behaves like J-B's, firing straight ahead.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_powerup.png|center]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_big_powerup.png|center]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_yen.png|center]]&lt;br /&gt;
| '''Yen''' &amp;lt;br&amp;gt; Increase the player's score by 100. &amp;lt;br&amp;gt; Enemies will drop yens once the player is at max power. Yen value is multiplied by the on-screen mulitplier up to x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_energy.png|center]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_life.png|center]]&lt;br /&gt;
| '''Life''' &amp;lt;br&amp;gt;Increases the player's life stock by one. Appears for a brief moment in stage 4. '''It will be destroyed if the player's Guard Barrier lasers hit it.'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miss Penalty===&lt;br /&gt;
----&lt;br /&gt;
Dying has the following effects:&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen. She can choose any of the six routes.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes. In addition to the settings baked into the original PCB, the player can also adjust additonal parameters not found in the PCB original, such as Auto-Barrier.&lt;br /&gt;
&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. There is a single extend item in Stage 4, on top of a fast moving train on the right side of the screen, right before the large plane.&lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Miyabi''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Giga Doser''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Peller Boy''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Atomic Chandelier''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Akebono''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Pleiades''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Gogyo-Kakushi''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Quarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains. &lt;br /&gt;
 &lt;br /&gt;
    Boss 3: ''Alice Master'' &lt;br /&gt;
 &lt;br /&gt;
    Exclusive to the Arcade Plus mode in ESP Ra.De. Psi. A more powerful Alice clone, and grows wings in her second phase, similarly to Garra.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi'', she is first encountered as the final boss of ''Psi''-based builds of the game, however she can be unlocked as a playable character.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31415</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31415"/>
		<updated>2024-08-25T06:34:23Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Atlus&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = Tsuneki Ikeda (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = Junya Inoue (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
&lt;br /&gt;
Note that unlike other CAVE games, there is no full-auto button. You will need an external method if you want a button that continously fires the main shot while held, such as an autofire controller or emulator autofire. The ''ESP Ra.De. Psi'' release does have a built-in autofire function (with 10, 12, 15, 20, and 30 Hz options, although only 10 Hz is necessary as faster options do not provide any known advantage&amp;lt;ref&amp;gt;The existence of multiple autofire frequencies is part of the ''M2 ShotTriggers'' framework; every ''M2STG'' release has adjustable autofire. It's more useful in games where autofire rate influences rank (''[[Battle Garegga]]'') or games with shot limits, like the [[Toaplan]] releases; less so in CAVE games like this one.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Yusuke Sagami &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#0c529a; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Yusuke Sagami&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Yusuke.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Fastest movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Narrow, linear, high damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can fire normal and Power Shots at the same time, resulting in a unique feel&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle his Power Shot about 65 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
• Causes less slowdown than the other characters&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; J.B 5th &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#6a0012; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J.B 5th&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_JB5th.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-fast movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot can't be manually angled, always goes straight ahead&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Irori Mimasaka &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#5254ba; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Irori Mimasaka&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Irori.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-slow movement, with little slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Wide, linear, low damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle her Power Shot about 35 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Alice Master &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#4d2a6f; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Alice Master&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Alice.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Exclusive to ESP Ra.De. Psi and must be unlocked for use&amp;lt;br&amp;gt;&lt;br /&gt;
• Slowest speed out of all four characters&amp;lt;br&amp;gt;&lt;br /&gt;
• Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot behaves like J-B's, firing straight ahead.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_powerup.png|center]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_big_powerup.png|center]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_yen.png|center]]&lt;br /&gt;
| '''Yen''' &amp;lt;br&amp;gt; Increase the player's score by 100. &amp;lt;br&amp;gt; Enemies will drop yens once the player is at max power. Yen value is multiplied by the on-screen mulitplier up to x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_energy.png|center]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_life.png|center]]&lt;br /&gt;
| '''Life''' &amp;lt;br&amp;gt;Increases the player's life stock by one. Appears for a brief moment in stage 4. '''It will be destroyed if the player's Guard Barrier lasers hit it.'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miss Penalty===&lt;br /&gt;
----&lt;br /&gt;
Dying has the following effects:&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen. She can choose any of the six routes.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. There is a single extend item in Stage 4, on top of a fast moving train on the right side of the screen, right before the large plane.&lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Miyabi''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Giga Doser''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Peller Boy''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Atomic Chandelier''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Akebono''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Pleiades''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Gogyo-Kakushi''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Quarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains. &lt;br /&gt;
 &lt;br /&gt;
    Boss 3: ''Alice Master'' &lt;br /&gt;
 &lt;br /&gt;
    Exclusive to the Arcade Plus mode in ESP Ra.De. Psi. A more powerful Alice clone, and grows wings in her second phase, similarly to Garra.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi'', she is first encountered as the final boss of ''Psi''-based builds of the game, however she can be unlocked as a playable character.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31414</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31414"/>
		<updated>2024-08-25T06:32:45Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Atlus&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = Tsuneki Ikeda (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = Junya Inoue (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
&lt;br /&gt;
Note that unlike other CAVE games, there is no full-auto button. You will need an external method if you want a button that continously fires the main shot while held, such as an autofire controller or emulator autofire. The ''ESP Ra.De. Psi'' release does have a built-in autofire function (with 10, 12, 15, 20, and 30 Hz options, although only 10 Hz is necessary as faster options do not provide any known advantage&amp;lt;ref&amp;gt;The existence of multiple autofire frequencies is part of the ''M2 ShotTriggers'' framework; every ''M2STG'' release has adjustable autofire. It's more useful in games where autofire rate influences rank (''[[Battle Garegga]]'') or games with shot limits, like the [[Toaplan]] releases; less so in CAVE games like this one.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Yusuke Sagami &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#0c529a; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Yusuke Sagami&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Yusuke.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Fastest movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Narrow, linear, high damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can fire normal and Power Shots at the same time, resulting in a unique feel&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle his Power Shot about 65 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
• Causes less slowdown than the other characters&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; J.B 5th &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#6a0012; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J.B 5th&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_JB5th.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-fast movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot can't be manually angled, always goes straight ahead&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Irori Mimasaka &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#5254ba; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Irori Mimasaka&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Irori.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-slow movement, with little slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Wide, linear, low damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle her Power Shot about 35 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Alice Master &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#4d2a6f; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Alice Master&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Alice.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Exclusive to ESP Ra.De. Psi and must be unlocked for use&amp;lt;br&amp;gt;&lt;br /&gt;
• Slowest speed out of all four characters&amp;lt;br&amp;gt;&lt;br /&gt;
• Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot behaves like J-B's, firing straight ahead.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_powerup.png|center]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_big_powerup.png|center]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_yen.png|center]]&lt;br /&gt;
| '''Yen''' &amp;lt;br&amp;gt; Increase the player's score by 100. &amp;lt;br&amp;gt; Enemies will drop yens once the player is at max power. Yen value is multiplied by the on-screen mulitplier up to x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_energy.png|center]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_life.png|center]]&lt;br /&gt;
| '''Life''' &amp;lt;br&amp;gt;Increases the player's life stock by one. Appears for a brief moment in stage 4.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miss Penalty===&lt;br /&gt;
----&lt;br /&gt;
Dying has the following effects:&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen. She can choose any of the six routes.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. There is a single extend item in Stage 4, on top of a fast moving train on the right side of the screen, right before the large plane.&lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Miyabi''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Giga Doser''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Peller Boy''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Atomic Chandelier''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Akebono''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Pleiades''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Gogyo-Kakushi''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Quarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains. &lt;br /&gt;
 &lt;br /&gt;
    Boss 3: ''Alice Master'' &lt;br /&gt;
 &lt;br /&gt;
    Exclusive to the Arcade Plus mode in ESP Ra.De. Psi. A more powerful Alice clone, and grows wings in her second phase, similarly to Garra.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi'', she is first encountered as the final boss of ''Psi''-based builds of the game, however she can be unlocked as a playable character.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31413</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31413"/>
		<updated>2024-08-25T06:32:18Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Atlus&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = Tsuneki Ikeda (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = Junya Inoue (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
&lt;br /&gt;
Note that unlike other CAVE games, there is no full-auto button. You will need an external method if you want a button that continously fires the main shot while held, such as an autofire controller or emulator autofire. The ''ESP Ra.De. Psi'' release does have a built-in autofire function (with 10, 12, 15, 20, and 30 Hz options, although only 10 Hz is necessary as faster options do not provide any known advantage&amp;lt;ref&amp;gt;The existence of multiple autofire frequencies is part of the ''M2 ShotTriggers'' framework; every ''M2STG'' release has adjustable autofire. It's more useful in games where autofire rate influences rank (''Battle Garegga'') or games with shot limits, like the Toaplan releases; less so in CAVE games like this one.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Yusuke Sagami &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#0c529a; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Yusuke Sagami&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Yusuke.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Fastest movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Narrow, linear, high damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can fire normal and Power Shots at the same time, resulting in a unique feel&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle his Power Shot about 65 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
• Causes less slowdown than the other characters&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; J.B 5th &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#6a0012; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J.B 5th&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_JB5th.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-fast movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot can't be manually angled, always goes straight ahead&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Irori Mimasaka &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#5254ba; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Irori Mimasaka&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Irori.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-slow movement, with little slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Wide, linear, low damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle her Power Shot about 35 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Alice Master &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#4d2a6f; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Alice Master&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Alice.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Exclusive to ESP Ra.De. Psi and must be unlocked for use&amp;lt;br&amp;gt;&lt;br /&gt;
• Slowest speed out of all four characters&amp;lt;br&amp;gt;&lt;br /&gt;
• Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot behaves like J-B's, firing straight ahead.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_powerup.png|center]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_big_powerup.png|center]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_yen.png|center]]&lt;br /&gt;
| '''Yen''' &amp;lt;br&amp;gt; Increase the player's score by 100. &amp;lt;br&amp;gt; Enemies will drop yens once the player is at max power. Yen value is multiplied by the on-screen mulitplier up to x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_energy.png|center]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_life.png|center]]&lt;br /&gt;
| '''Life''' &amp;lt;br&amp;gt;Increases the player's life stock by one. Appears for a brief moment in stage 4.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miss Penalty===&lt;br /&gt;
----&lt;br /&gt;
Dying has the following effects:&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen. She can choose any of the six routes.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. There is a single extend item in Stage 4, on top of a fast moving train on the right side of the screen, right before the large plane.&lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Miyabi''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Giga Doser''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Peller Boy''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Atomic Chandelier''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Akebono''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Pleiades''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Gogyo-Kakushi''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Quarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains. &lt;br /&gt;
 &lt;br /&gt;
    Boss 3: ''Alice Master'' &lt;br /&gt;
 &lt;br /&gt;
    Exclusive to the Arcade Plus mode in ESP Ra.De. Psi. A more powerful Alice clone, and grows wings in her second phase, similarly to Garra.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi'', she is first encountered as the final boss of ''Psi''-based builds of the game, however she can be unlocked as a playable character.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31412</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=31412"/>
		<updated>2024-08-25T06:28:19Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Controls */ note regarding autofire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = Atlus&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = Tsuneki Ikeda (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = Junya Inoue (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
&lt;br /&gt;
Note that unlike other CAVE games, there is no full-auto button. You will need an external method if you want a button that continously fires the main shot while held, such as an autofire controller or emulator autofire. The ''ESP Ra.De. Psi'' release does have a built-in autofire function.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Yusuke Sagami &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#0c529a; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Yusuke Sagami&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Yusuke.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Fastest movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Narrow, linear, high damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can fire normal and Power Shots at the same time, resulting in a unique feel&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle his Power Shot about 65 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
• Causes less slowdown than the other characters&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; J.B 5th &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#6a0012; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J.B 5th&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_JB5th.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-fast movement, with significant slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot can't be manually angled, always goes straight ahead&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Irori Mimasaka &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#5254ba; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Irori Mimasaka&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Irori.jpg|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Moderate-slow movement, with little slow while focusing&amp;lt;br&amp;gt;&lt;br /&gt;
• Wide, linear, low damage shot&amp;lt;br&amp;gt;&lt;br /&gt;
• Can angle her Power Shot about 35 degrees to either side&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Alice Master &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 60%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#4d2a6f; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Alice Master&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Esprade_Alice.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• Exclusive to ESP Ra.De. Psi and must be unlocked for use&amp;lt;br&amp;gt;&lt;br /&gt;
• Slowest speed out of all four characters&amp;lt;br&amp;gt;&lt;br /&gt;
• Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&amp;lt;br&amp;gt;&lt;br /&gt;
• Power Shot behaves like J-B's, firing straight ahead.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_powerup.png|center]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_big_powerup.png|center]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_yen.png|center]]&lt;br /&gt;
| '''Yen''' &amp;lt;br&amp;gt; Increase the player's score by 100. &amp;lt;br&amp;gt; Enemies will drop yens once the player is at max power. Yen value is multiplied by the on-screen mulitplier up to x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_energy.png|center]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_life.png|center]]&lt;br /&gt;
| '''Life''' &amp;lt;br&amp;gt;Increases the player's life stock by one. Appears for a brief moment in stage 4.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miss Penalty===&lt;br /&gt;
----&lt;br /&gt;
Dying has the following effects:&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen. She can choose any of the six routes.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. There is a single extend item in Stage 4, on top of a fast moving train on the right side of the screen, right before the large plane.&lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Miyabi''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Giga Doser''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Peller Boy''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Atomic Chandelier''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Akebono''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Pleiades''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Gogyo-Kakushi''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Quarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains. &lt;br /&gt;
 &lt;br /&gt;
    Boss 3: ''Alice Master'' &lt;br /&gt;
 &lt;br /&gt;
    Exclusive to the Arcade Plus mode in ESP Ra.De. Psi. A more powerful Alice clone, and grows wings in her second phase, similarly to Garra.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi'', she is first encountered as the final boss of ''Psi''-based builds of the game, however she can be unlocked as a playable character.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31411</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31411"/>
		<updated>2024-08-25T06:24:02Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player succeeds in spawning the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
Please note that your control scheme will determine which online leaderboards you can submit scores to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &amp;lt;center&amp;gt;'''Accepted in ARCADE and ARCADE-ALLMIX rankings'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &amp;lt;center&amp;gt;'''Accepted in ARCADE-ALLMIX ranking only'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:RinClarity|RinClarity]]: M2 port information (including control types), extends information, the fact that this game acts ''weird'' regarding pressing Change while rapid-firing the Shot&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31410</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31410"/>
		<updated>2024-08-25T06:20:00Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Extends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player succeeds in spawning the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:RinClarity|RinClarity]]: M2 port information (including control types), extends information, the fact that this game acts ''weird'' regarding pressing Change while rapid-firing the Shot&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31409</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31409"/>
		<updated>2024-08-25T06:18:56Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player triggers the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:RinClarity|RinClarity]]: M2 port information (including control types), extends information, the fact that this game acts ''weird'' regarding pressing Change while rapid-firing the Shot&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31408</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31408"/>
		<updated>2024-08-25T06:18:29Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player triggers the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:RinClarity]]: M2 port information (including control types), extends information, the fact that this game acts ''weird'' regarding pressing Change while rapid-firing the Shot&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31407</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31407"/>
		<updated>2024-08-25T06:16:49Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Extends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player triggers the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31406</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31406"/>
		<updated>2024-08-25T06:16:32Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Extends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met;&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player triggers the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31405</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31405"/>
		<updated>2024-08-25T06:15:40Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player triggers the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31404</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31404"/>
		<updated>2024-08-25T06:07:08Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=31403</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=31403"/>
		<updated>2024-08-24T17:36:46Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Graze_Counter_GM&amp;diff=30999</id>
		<title>Graze Counter GM</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Graze_Counter_GM&amp;diff=30999"/>
		<updated>2024-07-18T02:45:32Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Characters &amp;amp; Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gc.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GCGMTitle.jpg&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = Bikkuri Software&lt;br /&gt;
|&lt;br /&gt;
|music = motchi^3&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 18 Jul 2023 (PC/STEAM, PS4), 19 Jul 2023 (XBOX Series X/S, Nintendo Switch)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Graze Counter GM''' is a shmup made by Bikkuri Software released in July 18th 2023 for PC/STEAM, PS4 and in July 19th 2023 for XBOX Series X/S and Nintendo Switch by the publishers Henteko Doujin and Sanuk Inc.&lt;br /&gt;
&lt;br /&gt;
As the game`s title suggests, it`s a remake of Graze Counter made in GameMaker, featuring various changes compared to the original 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;
Graze Counter GM contains some of the mechanics from the original game. However, gold stars and red stars are replaced with small stars and big stars, and there`s a new technique called the &amp;quot;Triple Item Grab&amp;quot;, in which if the player manages to get inside the power-ups triangle, it will start to rapidly spin. Remaining inside it long enough will reward the player with every possible power-ups within that triangle (1UPs included) and will also award a secret bonus.&lt;br /&gt;
&lt;br /&gt;
Before going to Stages 2 and 4, the game will offer the choice between A and B routes. Stage 2-B is the original Stage 2, and 4-A is the original Stage 4. Picking any path combination does not effect the ending.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
There are 2 control types:&lt;br /&gt;
&lt;br /&gt;
-Split:&lt;br /&gt;
* '''Button 1:''' Fire main shot&lt;br /&gt;
* '''Button 2:''' Fire Graze Counter laser&lt;br /&gt;
* '''Button 3:''' Activate Break mode&lt;br /&gt;
* '''Button 4''' Slow movement&lt;br /&gt;
&lt;br /&gt;
-Include:&lt;br /&gt;
* '''Button 1:''' Fire main shot &amp;amp; slow move&lt;br /&gt;
* '''Button 2:''' Fire Graze Counter laser&lt;br /&gt;
* '''Button 3''' Activate Break mode&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The game has a multiplier, which can be increased by grazing bullets or enemies. It can reach up to 1000x.&lt;br /&gt;
&lt;br /&gt;
Each graze gives 100 pts.&lt;br /&gt;
&lt;br /&gt;
Extends are every 200000000 pts.&lt;br /&gt;
&lt;br /&gt;
When clearing a stage, the end stage score bonus values go like this:&lt;br /&gt;
&lt;br /&gt;
*Stars: Amount gets mutliplied by 2500.&lt;br /&gt;
&lt;br /&gt;
*Remaining lives: Remaining lives get multiplied by 10000000.&lt;br /&gt;
&lt;br /&gt;
After that, the total bonus will be formed and will add up to the player´s score.&lt;br /&gt;
&lt;br /&gt;
=== Modes and Difficulties ===&lt;br /&gt;
----&lt;br /&gt;
'''Modes'''&lt;br /&gt;
*Standard: The normal game mode. Rank can reach up to level 100.&lt;br /&gt;
*Unlimited: A game mode where suicide bullets appear when killing enemies. Rank is always locked at level 255 and never decreases.&lt;br /&gt;
*Pacifist Mode: Disables Break and Rapid Fire. Forces you to rely on performing Graze Counters constantly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulties''' ''(Applies for both Standard and Unlimited modes)''''':'''&lt;br /&gt;
*Novice&lt;br /&gt;
*Original&lt;br /&gt;
*Hard&lt;br /&gt;
*Extreme&lt;br /&gt;
&lt;br /&gt;
=== Base Skills ===&lt;br /&gt;
----&lt;br /&gt;
'''Auto Shield''': Generates a new shield every 15 seconds shield is down.&lt;br /&gt;
&lt;br /&gt;
'''Break Booster''': Break gauge charges 2x faster and allows Half Break.&lt;br /&gt;
&lt;br /&gt;
'''Safety System''': Gives invincibility when using Graze Counter at 70%.&lt;br /&gt;
&lt;br /&gt;
=== Characters &amp;amp; Ships  ===&lt;br /&gt;
----&lt;br /&gt;
The game has Type-1 (April Divider) and Type-2 (Freedom Dancer) available at the start, but as the game is cleared, other ships will be unlocked. (Beating the game the first time with either ship will unlock two more, then beating the game with one of those will unlock 2 more, and so on. Beating the game a total of 6 times should unlock all pilots/ships. Clearing on Novice will unlock pilots/ships.)&lt;br /&gt;
&lt;br /&gt;
There are a total of 16 ships, 4 ship sections with 4 ships each.&lt;br /&gt;
&lt;br /&gt;
Eaach ship has an Another variant that can be accessed by holding Up when selecting. Most ships' Another versions have slightly faster or slower movement speed, but a few ships have more drastic changes.&lt;br /&gt;
&lt;br /&gt;
-'''Standard Ships'''-&lt;br /&gt;
&lt;br /&gt;
'''Type-1 April Divider:'''&lt;br /&gt;
Piloted by Uzuki Ginyose, a boy who enjoys cross dressing during combat.&lt;br /&gt;
Slower movement speed. Has a 3-Way spread shot firing 3 frontal bullets and 2 diagonal on each side. This ship can use any of the 3 base Skill Cards. Its spread shot and slower speed makes it a good ship for beginners.&lt;br /&gt;
&lt;br /&gt;
'''Type-2 Freedom Dancer:'''&lt;br /&gt;
Piloted by Satsuki Furuyama, a boy turned into a girl during a failed military experiment. &lt;br /&gt;
Faster movement speed. Has a full frontal shot with all 7 bullets going straight ahead. This ship can use any of the 3 base Skill Cards. More advanced than April Divider due to speed and focused shot.&lt;br /&gt;
 &lt;br /&gt;
'''Type-3 Revolgear:'''&lt;br /&gt;
Piloted by Hayate Kotori, a maid who is also a computer genius.&lt;br /&gt;
Slower movement speed. Has a 5-Way spread shot firing 3 frontal bullets and 4 diagonal on each side. This ship can use any of the 3 base Skill Cards. Consider this a straight upgrade to April Divider.&lt;br /&gt;
 &lt;br /&gt;
'''Type-4 Kirisame Blade:'''&lt;br /&gt;
Piloted by Kiriko Kirisame, a shrine maiden who thinks EDEN is unnecessary. &lt;br /&gt;
Fast movement speed. Has a full frontal shot with 5 bullets straight ahead and 2 large beams on either side. This ship can use any of the 3 base Skill Cards. Consider this a straight upgrade to Freedom Dancer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-'''Extra Ships'''-&lt;br /&gt;
 &lt;br /&gt;
'''Type-5 Shadow Divider:'''&lt;br /&gt;
Piloted by Uzuki Alter, the alternate form of Uzuki Ginyose seen when using April Divider's Break.&lt;br /&gt;
Speed and weapons are identical to Type-1. This ship has the Exchange Skill Card. This alters the bullet grazing mechanic to fill the Break Gauge, while Stars will fill the Graze Counter Gauge. Grazing while in Break will extend the duration. &lt;br /&gt;
&lt;br /&gt;
'''Type-6 Alternative-D (Dancer):'''&lt;br /&gt;
Piloted by Itsuki Furuyama, the real identity of the character we know as Satsuki. The truth of the experiment Satsuki endured is revealed with this ship: During Break, the pilot changes sex to a distinct, alternate personality, similar to ''Espgaluda II''.&lt;br /&gt;
Speed and weapons identical to Type-2. This ship has the Exchange Skill Card. It also uses the Auto-Shield Skill.&lt;br /&gt;
 &lt;br /&gt;
'''Type-7 Revolsaber:'''&lt;br /&gt;
Piloted by a Striae Alis, the AI in charge of EDEN who controls Bullet Angel, the final boss. &lt;br /&gt;
3-way wide shot, but weaker as the side shot have less bullets. This ship has the Trinity Skill Card. This allows the ship to use all 3 basic Skill Cards at once.&lt;br /&gt;
 &lt;br /&gt;
'''Type-8 Kirisame Blade 2:'''&lt;br /&gt;
Piloted by Kiriko Alter., a schoolgirl version of Kiriko.&lt;br /&gt;
This ship is the most unique in the game. It cannot fire, but uses a sword that swings when using the shot button. When in Break, the sword fires 3-Way cutter beams. This ship has the Extend Guard Skill Card. This allows Graze Counter to be used while the &lt;br /&gt;
gauge is at 50%, and gives invincibility.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
-'''Special 1 Ships'''-&lt;br /&gt;
&lt;br /&gt;
'''Type-9 Hazuki Hachimiya:'''&lt;br /&gt;
Piloted by Hazuki Hachimiya, who is both the ship and pilot.&lt;br /&gt;
Fires 3 frontal bullets and has side pods backing up. This ship has the Peaceful Death Skill Card. This makes the side pods fire a beam attack when enemies are near.&lt;br /&gt;
&lt;br /&gt;
She also has an optional Another variant, where her shot type is a slow 5-way spread shot firing at 15hz, with her lock-on options removed. Her Break shot can fire bullet at all directions, which is powerful on pointblanking, but it`s duration is really short&lt;br /&gt;
&lt;br /&gt;
'''Type-A Machinery Tomoko:'''&lt;br /&gt;
Piloted by Machinery Tomoko, who is both the ship and pilot.&lt;br /&gt;
Very fast ship. This ship can not fire, but uses a drill attack at close range. This ship has the Singularity Skill Card. When in Break , she can fire straight shots and her drill will be temporarily disabled. This drill is VERY powerful and can kill bosses in seconds, but has very short range.&lt;br /&gt;
&lt;br /&gt;
'''Type-B Purpretties Nexalts:'''&lt;br /&gt;
Piloted by Rayne Sakurano, this ship is from ''Grand Cross Renovation''.&lt;br /&gt;
3-way wide shot. This ship has the Eternal Sphere Skill Card. This replaces bullets, and fires a laser that can cancel enemy bullets and enemy  lasers. When holding the Slow button, the aiming of the laser will be locked in place. While weak in strength, the laser is extremely effective for scoring as it can destroy rapid bullets from bosses with ease. During Break, bullets that hit the ship will instead be destroyed and counted as graze (and thus charge the Graze Counter gauge), but contact with aerial enemies will still cause damage.&lt;br /&gt;
&lt;br /&gt;
The Another variant is similar, but the laser always shoots forward; cannot be turned by moving the ship.&lt;br /&gt;
&lt;br /&gt;
'''Type-C SAS-02-G2 ARYS:'''&lt;br /&gt;
Piloted by Lily Butler, this ship is from the ''Blue Sabers'' series.&lt;br /&gt;
This is the slowest ship in the game. 5-way spread shot. This ship has the Another Mission Skill Card. When in Break, a GARUDA (Gunship and Reload Unit Directly Airsupport in Blue Sabers) ship will aappear equipped with auto-aiming shots. &lt;br /&gt;
The ship has i-frames for the entire Break duration, making it temporarily invincible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-'''Special 2 Ships'''-&lt;br /&gt;
&lt;br /&gt;
'''Type-D Cocoa:'''&lt;br /&gt;
Piloted by Cocoa, a devil-like maid who is both the ship and pilot from ''TOKOYO The Tower of Perpetuity''.&lt;br /&gt;
Fires a 3-Way spread of lasers. This ship has the Hyper Drive Skill Card. This allows both Graze Counter and Break to be used at the same time. When collecting stars in Break mode, it`s duration will get extended.&lt;br /&gt;
&lt;br /&gt;
'''Type-E Eugene:'''&lt;br /&gt;
Piloted by Eugene, a cat girl in jogging clothes who is both the ship and pilot from ''TOKOYO The Tower of Perpetuity''.&lt;br /&gt;
Narrow shot. This ship has the Manual Shield Skill Card. This allows the ship to gain shield by bullet grazing.&lt;br /&gt;
&lt;br /&gt;
'''Type-F Scarlet Edge:'''&lt;br /&gt;
Piloted by Akane Isshiki, which is not the same Akane Isshiki from ''Vividred Operation''.&lt;br /&gt;
3-way spread shot. This ship has the Quick Draw Skill Card. This increases the speed at which the Graze Counter Gauge fills. This skill makes the ship a good choice for harder difficulties.&lt;br /&gt;
&lt;br /&gt;
'''Type-0 Blue Lighting:'''&lt;br /&gt;
Piloted by Shizuku Mikazuki, this ship is from ''Revolgear Zero''.&lt;br /&gt;
Narrow shot. This ship has the Eternal Memories Skill Card. This skill extends the duration of both Graze Counter and Break.&lt;br /&gt;
&lt;br /&gt;
=== Extra game modes ===&lt;br /&gt;
----&lt;br /&gt;
*Practice mode: Allows the player to practice stages and bosses.&lt;br /&gt;
*All Stage mode: Allows the player to play all stages, including both A and B routes of stages 2 and 4.&lt;br /&gt;
*Boss Rush mode: A mode in which all bosses are fought in order.&lt;br /&gt;
*Extra Stage: An additional stage that has only one item carrier. At the end, the extra boss Genocide Angel will appear. Genocide Angel is a harder version of Bullet Angel, in which most of it`s attacks are combined.&lt;br /&gt;
*Laser Maiden 2: A Space Invaders inspired mini-game in which the player controls Kotori while shooting cats that fall from the sky. When cats are destroyed, they`ll turn into angels, which are also shootable. Destroyed cats will release a horizontal laser that can also affect other cats that touch it. When killing red cats, they will release 3 bullets. Shooting down rainbow cats will release a series of verticals lasers all over the screen. However, rainbow cats cannot turn into angels.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Small star:''' These small stars appear when attacking enemies with the Graze Counter laser.&lt;br /&gt;
|-&lt;br /&gt;
|||''' Big star:''' These big stars appear when attacking enemies in Break mode.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Shield:''' Grants the player a shield&lt;br /&gt;
|-&lt;br /&gt;
|||'''Boost:''' Instantly boosts the multiplier to 1000x&lt;br /&gt;
|-&lt;br /&gt;
|||'''Gauge:''' Instantly boosts the Break gauge to max.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
*The Triple Item Grab technique comes from ChoRenSha 68K.&lt;br /&gt;
*The early version of the Stage 1 BGM &amp;quot;Ignite your heart&amp;quot; was originally named &amp;quot;Ignite your heart 2&amp;quot;.&lt;br /&gt;
*The early version of the Stage 2A BGM &amp;quot;Float in combat&amp;quot; was originally named &amp;quot;Coral brightness&amp;quot;.&lt;br /&gt;
*The early version of the Stage 4B BGM &amp;quot;Slipstream&amp;quot; was originally named &amp;quot;Lighting storm&amp;quot;.&lt;br /&gt;
*Type-9 was originally known as &amp;quot;August Queen&amp;quot; in the Test Build version, which was a yellow colored Type-1 ship with Hazuki Hachimiya as the pilot, but then it got changed to Hazuki being the Type-9 character on the final version.&lt;br /&gt;
*Hazuki Hachimiya and Machinery Tomoko are based on Japanese VTubers, which are はちみやちゃんねる- 蜂宮葉月 - and  machinery_TOMOKO. It also includes きいねわーるど本店 as well. &lt;br /&gt;
*Purpretties Nexalts is a ship based on Nexalts from Grand Cross ReNovation.&lt;br /&gt;
*SAS-02-G2 ARYS originates from Blue Sabers, which is a doujin shmup franchise by Blue &amp;amp; White.&lt;br /&gt;
*Cocoa and Eugene originate from TOKOYO The Tower of Perpetuity, which is a platformer by //commentout.&lt;br /&gt;
*Shizuku Mikazuki originates from Revolgear Zero, which is an upcoming shmup by Bikkuri Software made in GameMaker.&lt;br /&gt;
*The ''Super'', ''Hyper'', and ''Ultra'' on the Special Thanks are nods to ''Street Fighter II'' and its many iterations.&lt;br /&gt;
*The sparkling star on the &amp;quot;SHMUPS NEVER DIE&amp;quot; is a reference to &amp;quot;WE LOVE GRADIUS I&amp;quot; at the end of ''Parodius'' and &amp;quot;WE LOVE SHOOTING GAMES !&amp;quot; from ''Gokujyou Parodius''.&lt;br /&gt;
*The Extra Characters do not have a storyline or their character portrait shown on the background of the staff credits, with the exception of Striae.&lt;br /&gt;
*The &amp;quot;SHMUPS SPIRIT 57300&amp;quot; indicator on the character select screen is a reference to the scouters and power levels in Dragon Ball Z.&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;br /&gt;
[[Category:Grazing_mechanic]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23494</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23494"/>
		<updated>2023-08-16T07:15:02Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard. This can be thought of as a reverse variant of type E.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23493</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23493"/>
		<updated>2023-08-16T07:14:25Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23492</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23492"/>
		<updated>2023-08-16T07:14:09Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */ Type D clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unanffected by directional input.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23491</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23491"/>
		<updated>2023-08-16T07:12:17Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */ Clarification on type C&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23489</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23489"/>
		<updated>2023-08-16T07:06:38Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Sega Genesis/Mega Drive Version */ Regional differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will only change weapon when pressing it down, similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23488</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23488"/>
		<updated>2023-08-16T07:04:59Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Autofire options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will only change weapon when pressing it down, similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23487</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23487"/>
		<updated>2023-08-16T06:59:37Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */ Caveats about change types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will only change weapon when pressing it down, similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23486</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23486"/>
		<updated>2023-08-16T06:59:00Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */ Addendum about holding down Change button with type B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will only change weapon when pressing it down, similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23485</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23485"/>
		<updated>2023-08-16T06:57:52Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Change button behaviors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will only change weapon when pressing it down, similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23484</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23484"/>
		<updated>2023-08-16T06:49:40Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Change button behaviors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P version of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
'''Types A and B qualify for ARCADE and ARCADE ALLMIX rankings, while the rest only qualify for ARCADE ALLMIX ranking.'''&lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above.&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &lt;br /&gt;
''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A.''&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will only change weapon when pressing it down, similar to the console versions.&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot.&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button.&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backard shots are reversed: Left for Forward and Right for Backard.&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to.&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23483</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23483"/>
		<updated>2023-08-16T06:24:16Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Release date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23472</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23472"/>
		<updated>2023-08-12T16:11:50Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Reformatted to not spam &amp;quot;based on 2P version&amp;quot;, explaining &amp;quot;expert&amp;quot; mode in Super Easy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23471</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23471"/>
		<updated>2023-08-12T16:07:16Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Specified number of savestates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version; '''default version.'''&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:RinClarity&amp;diff=23470</id>
		<title>User:RinClarity</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:RinClarity&amp;diff=23470"/>
		<updated>2023-08-12T13:54:27Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: Made user profile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rin Mari Clarita''', or simply '''Rin''' or '''Mari'''. Early 30s as of this writing, any pronouns, and from the U.S.&lt;br /&gt;
&lt;br /&gt;
Pages mainly worked on:&lt;br /&gt;
* [[ESP Ra.De.]]&lt;br /&gt;
* [[Hellfire]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23469</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23469"/>
		<updated>2023-08-12T13:50:59Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version; '''default version.'''&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates, remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23468</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23468"/>
		<updated>2023-08-12T13:49:47Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version; '''default version.'''&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of the game. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates, remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23467</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23467"/>
		<updated>2023-08-12T13:49:20Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Forgot a period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version; default version.&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of the game. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates, remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23466</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23466"/>
		<updated>2023-08-12T13:49:08Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Additional details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version; default version.&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of the game. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates, remappable controls, and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23465</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23465"/>
		<updated>2023-08-12T13:46:53Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version (the default version)&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends, and a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of the game. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23464</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23464"/>
		<updated>2023-08-12T13:46:13Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Zero Fire */ Wrong heading level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version (the default version)&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends, and a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of the game. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23463</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23463"/>
		<updated>2023-08-12T13:45:59Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Ports */ M2STG version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
==''Zero Fire''==&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version (the default version)&lt;br /&gt;
** Super Easy mode, based on this version; introduces drastically reduced rank and more frequent extends, and a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode, based on this version; allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge, based on on this version; a practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of the game. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=23462</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=23462"/>
		<updated>2023-08-12T13:40:06Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Controls */ Explained the quirk of the shot change button&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge, Tatsuya Uemura&amp;lt;ref&amp;gt;https://www.mobygames.com/game/13724/hellfire/credits/genesis/?autoplatform=true&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura, H. Matsumura&lt;br /&gt;
|&lt;br /&gt;
|art = Shintarō Nakaoka, Kouetsu Iwabuchi, Yuko Tataka&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive Version===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD Version===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Talk:Hellfire&amp;diff=23461</id>
		<title>Talk:Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Talk:Hellfire&amp;diff=23461"/>
		<updated>2023-08-12T11:28:03Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: Shot change behaviors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs to go somewhere on the page but I've compiled an explanation of what the different Change button behaviors in the M2 port do&lt;br /&gt;
&lt;br /&gt;
== Weapon change options ==&lt;br /&gt;
=== Qualifies for Arcade and Arcade Allmix rankings ===&lt;br /&gt;
* '''A (Arcade):''' Tap Change button to cycle through shot types (front -&amp;gt; back -&amp;gt; vertical -&amp;gt; diagonal -&amp;gt; front). ''If you tap Shot while change is pressed down, this will also change shot type. Keep this in mind if you are using autofire.''&lt;br /&gt;
* '''B (Safety):''' As in type A, but if the Shot (30Hz Synchro) button is being held, the Change function will be disabled, so that you don't suddenly cycle through your weapons. Note that you will need to release the Shot Synchro button to change shot type. ''This ONLY applies to the Shot Synchro button. Using other types of autofire will still cause weapon cycling if you press them while Change is pressed down.''&lt;br /&gt;
=== Qualifies for Arcade Allmix ranking only ===&lt;br /&gt;
* '''C (Enhanced):''' As in the PC Engine and Megadrive versions of the game; weapon cycling happens once every time you press down the Change button. Pressing Shot while Change is also held down will not cycle through your weapons, unlike types A and B.&lt;br /&gt;
* '''D (Gladiator's Victory):''' Hold down Change, then do a directional input to change shot type. Right for front, left for back, up/down for vert, diagonal for diagonal.&lt;br /&gt;
* '''E (Supreme Ares):''' Your shot type will change in accordance with directional input (same mappings as type D); hold Change to lock your current shot type. Release directional input and Change and you will switch back to front shot.&lt;br /&gt;
* '''F (Galvanic Gamma Array 3rd):''' As in type E, but the inputs for forward and back shot are reversed; moving backward fires front shot and moving forward fires back shot. This type is a reference to ''[[GG Aleste 3: Last Messiah]]''.&lt;br /&gt;
* '''G (Imagined Future):''' As in type F, but releasing directional input keeps the last shot type you were using, instead of setting you back to front shot.&lt;br /&gt;
* '''H (Tidal Force Vector):''' As in type G, but using Shot Synchro will lock your current shot type.&lt;br /&gt;
&lt;br /&gt;
[[User:RinClarity|RinClarity]] ([[User talk:RinClarity|talk]]) 11:27, 12 August 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=22525</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=22525"/>
		<updated>2023-06-10T08:41:44Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Shrine of Farewell */ Explaining possible net loss in Shrine of Farewell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
** Scarlet Queen has a multitude of parts to dismantle, and which parts she has can dramatically change her attack pattern. They can be split up into talons, the two singular parts down below that fire blue energy blasts; wings, the multi-segmented side pieces that can be SEALed; and the Queen's Throne, the small knobby piece at the top that attempts to shoot you down when you get too close.&lt;br /&gt;
** The fight starts with Scarlet Queen swooping in from the top left down to the center bottom. She will be releasing bullets from the get-go so try to not let her push you into them. As long as all pieces are alive she will stay in this basic pattern, shooting a small number of bullets from her wings and attempting to wall you with her talons.&lt;br /&gt;
** '''Both talons destroyed, wings symmetrical (a piece is either alive or dead on both sides, no mismatches):''' Scarlet Queen will shoot many grazeable needle bullets from her wings. This pattern is static and worth a lot of FINELINE bonus so it's worth doing for score. Moving too high up the screen during this pattern will SEAL some of her wing pieces and reduce the number of needles shot. Stay near the bottom.&lt;br /&gt;
** '''Both talons destroyed, wings non-symmetrical:'''Her wings will perform two different attacks, depending on whether they are up or down. While up, they will shoot a stream of arrowhead bullets aimed at you. While down, it is instead small circular bullets aimed straight down. If you can remain above the boss and close enough to one wing to SEAL it entirely, this pattern is a simple dodge. Note that even if the wings are symmetrical, the above pattern will eventually end and lead to this one.&lt;br /&gt;
** '''One or both wings left with no SEALable feather pieces (talon status to get this pattern needs to be confirmed):''' The remains of Scarlet Queen's wing will start shooting homing missiles at you. Pretty mediocre attack.&lt;br /&gt;
** '''Queen's Throne:''' Anytime you approach the Queen's Throne it will attempt to shoot you with small circular bullets. This piece is quite hard to hit, but destroying it drops several Life Chips so it is worthwhile. Note that the Throne being alive or dead has no impact on any other attacks the boss has.&lt;br /&gt;
** '''All subparts destroyed (excluding Throne):''' Scarlet Queen will attempt to wall you with arrowheads while shooting small circulars inside the bullet corral. Reaching this pattern always causes a New Stella Relic to drop, in case you need to increase your rank. Destroying the main piece causes a bullet cancel so try to make it profitable.&lt;br /&gt;
** '''Boss destroyed, rank high (7 or 8, exact value needs testing):''' Spirit Kernel form. The boss's soul will attempt to destroy you with fast and dense patterns. This phase lasts 16 seconds of consists of 4 attacks performed in rapid succession. Destroying the boss will cause another bullet cancel and a Revive token to drop (useful if you are not already life capped). As the boss's final pattern is the densest, it is worthwhile to delay killing it til the last second.&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
** Rusted Dragon is considered a step up in difficulty for first time players, as it is a lot more aggressive than the bosses from the Behind Segments. However, a lot of its difficulty can be mitigated through knowledge and practice.&lt;br /&gt;
** Before the fight even starts, if you have 2 lives of less Rusted Dragon will not appear at all, ending the stage early. This may save new players from a difficult fight if they are struggling with the start of the game.&lt;br /&gt;
** In the event you do fight Rusted Dragon, it starts the fight by quickly swooping in and firing mostly static walls of bullets.&lt;br /&gt;
** One note about this static phase is that fairly early in it, Rusted Dragon will fire large elliptical bullets from the left and right ends of the screen. Destroying these offers the largest NUTCRACK bonus in the game.&lt;br /&gt;
** Rusted Dragon's two wings can be attacked and destroyed, and have 2 health bars each. Emptying the first bar offsets the wing a bit, erases the boss's shots for several seconds (similar to a discharge), and makes its initial attack pattern more complicated.&lt;br /&gt;
** Destroying a wing a second time will fully remove it. If this is the first wing destroyed, it will fire an absurdly dense burst of red elliptical bullets that you can milk for a NUTCRACK bonus. If it's the second wing it will release some Clambons and move to the final phase of the fight.&lt;br /&gt;
** The final phase is timed. The faster you destroyed the two wings, the earlier you will reach the lucrative final attack in this phase.&lt;br /&gt;
** Rusted Dragon will release Clambons, and replace them with another random set when they are destroyed. Clambons have varying attacks, dependent on their size and how many are in this particular wave. Each attack is fairly simple.&lt;br /&gt;
** Rusted Dragon itself will mostly attempt to track you vertically and release bullets straight down.&lt;br /&gt;
** Eventually, Rusted Dragon will start to release UNCHAINable Clambon trains from the top, and small Clambons from the bottom. The UNCHAIN target is the most valuable but make sure to kill as many Clambons as you can.&lt;br /&gt;
** It's also important to keep Rusted Dragon's HP high if you are milking this boss, as it will take lots of incidental damage from stray shots.&lt;br /&gt;
** Rusted Dragon will begin its final attack after several sets of trains. it will stop moving and release dense random bursts of bullets. Very large Clambon trains will swoop in from the left and right.&lt;br /&gt;
** These large trains have an UNCHAIN bonus of 19 which is a very high value. Milking this boss involves maximizing these train kills and their UNCHAIN bonus, only killing the boss at the last second.&lt;br /&gt;
** Kill trains on the side they spawn on. Once they cross the middle of the screen (marked by Rusted Dragon itself), the lead Clambons on the train will start to move offscreen and reduce your UNCHAIN bonus.&lt;br /&gt;
** Rusted Dragon's attacks are mostly random and will need to be sight read to find safespots and paths to the other side of the screen.&lt;br /&gt;
** Make sure to kill Rusted Dragon at the last possible second. The bullets it fires become more dense as the time reaches 0 and killing Rusted Dragon will cause a bullet cancel. Missing this cancel will undo some of the work spent milking Clambons.&lt;br /&gt;
** If you happen to destroy Rusted Dragon without destroying either wing, it will drop a Revive Token. However, this is not very useful.&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
** First of all, Dawn is the red one and Dusk is &amp;quot;bluish&amp;quot;. Keep this in mind because they are very different from each other.&lt;br /&gt;
** The percentage in the middle of the screen is their combined health percentage. Their phases are dependent on this number so refer to it often.&lt;br /&gt;
** Sometimes they will have a glowing runic circle around them. This circle strongly reduces damage they take from all sources. You can avoid using resources on them during this time or you can use their increased resistance to control their HP totals more effectively.&lt;br /&gt;
** '''Phase 1:''' This phase starts off with a wave cannon attack as they both swoop in from the sides. This phase is static; they will merely shift up and down and fire some simple waves of bullets.&lt;br /&gt;
** There are two ways to end this first phase: destroy all 8 of their limb launchers (the SEALable bumps) or push their combined HP total under 70% (which then destroys the limb launchers automatically). Score players may want to use this easier phase to damage them close to the breakpoint to raise their Spirit values and then move on to destroy the launchers.&lt;br /&gt;
** '''Phase 2:''' The Apostles will take turns trying to overwhelm you with fast attacks. Each Apostle uses 1 of 4 unique attacks here, chosen randomly(?).&lt;br /&gt;
** '''Dawn:'''&lt;br /&gt;
*** Dawn will fire large electric shots randomly. These will travel a medium distance then stop and expand. Culminates in an even larger bullet that expands into a giant starburst. This ones about reaction times.&lt;br /&gt;
*** Dawn will attempt to chase you down and hit you with a melee attack. This attack will happen 3 times in quick succession, and every melee attack also releases some bullet walls to try and corner you. Try to keep movements small so you can pass through these.&lt;br /&gt;
*** Dawn will appear at the left or right edge of the screen, then fire a twister of bullets and move to the other side. Some small circular bullets will also be aimed at you. If you hug the far wall from Dawn's starting position and keep your Suppression Radius up to erase the small bullets, this attack can't hit you.&lt;br /&gt;
*** Dawn will appear in the middle of the screen, fire a burst of extremely homing bullets, then immediately fly away. This attack can be SEALed by being close to Dawn when it lifts its arms, however Dusk has many attacks that start by punishing players in the middle, so dodging it is best.&lt;br /&gt;
** '''Dusk:'''&lt;br /&gt;
*** Dusk will harmlessly float at the top of the screen, while walls of plasma rain down from above. Walls can have an opening to the left, right, or in the middle. If you are above Dusk here this attack is harmless.&lt;br /&gt;
*** Dusk will float high on the screen, and fire arrowheads and teardrops at you, while simultaneously trying to wall you with arcs of electricity. This attack is difficult and relies on making quick decisions to move past bullets safely. If your Suppression Radius activates during this you will likely die as the arrowheads will slow down.&lt;br /&gt;
*** Dusk will teleport to the middle of the screen horizontally, directly above you, and fire a large beam. Being under this is naturally fatal. Some bullet walls will be released at the same time, meaning after you dodge the beam you will need to move through these lanes. This attack happens 4 times in a row.&lt;br /&gt;
*** Dusk will fire a small random burst of fireballs at you. This burst will speed up over a few seconds and end in a 3 pronged stream aimed right at you. Dodge the random bit and then stream the attack once it reaches its climax.&lt;br /&gt;
** This phase makes up the majority of the fight, as both ways to exit it will take a long time to achieve. Learning how to deal with these attacks will give players the best chance of surviving (and/or scoring) this fight.&lt;br /&gt;
** '''Team Attack Phase:''' This phase has two requirements. Both Apostles must be alive, and their combined HP total must be under 20%. If an Apostle dies before their total is under 20%, this and the next phase will be skipped. Be aware of this.&lt;br /&gt;
** The Apostles will fly in on opposite ends of the screen from each other, then tether together with electricity.&lt;br /&gt;
** While tethered, they will spin in one direction slowly, or spin in the opposite direction quickly. The order these happen in is random.&lt;br /&gt;
** Aside from the tether itself being deadly, the Apostles will also fire destructible elliptical bullets at you, as well as summon many harmless adds to destroy. This phase has high scoring potential between the Nutcrack bonuses available and the extra kills.&lt;br /&gt;
** If you thought you could avoid the tether by following one of the Apostles, you can't. They constantly fire streams of bullets from their sides to prevent this.&lt;br /&gt;
** This phase lasts 14 seconds, or will end early if an Apostle dies. If it does not end early, it goes to the next phase.&lt;br /&gt;
** '''Self Destruct Phase:''' The Apostle with lower HP will destroy its own limbs and attempt to kill you with a final desperation attack.&lt;br /&gt;
** This attack is different for each Apostle. Dawn will fly toward the top and attempt to rain down large, eye-searing electricity attacks. Dusk will fly to the middle and fire random bursts of exotic bullets that look like clubs.&lt;br /&gt;
** This phase only lasts 10 seconds, and timing it out will cause the Apostle to fully self destruct, preventing you from getting score from it.&lt;br /&gt;
** During this phase, the Apostle will have a supercharged version of their shield on. This blocks the vast majority of damage from all attacks. Entering this phase with more than ~5-6% HP will make it very difficult to get value from this Apostle.&lt;br /&gt;
** '''Final Phase:''' The surviving Apostle will use a final, simple attack.&lt;br /&gt;
** These are once again dependent on the Apostle. Dawn will perform a spiraling attack using the same club bullets Dusk just used. Dusk will simply try to wall you with fireballs.&lt;br /&gt;
** Killing this final Apostle will finally net you a bullet cancel. As Dusk fires many more bullets during this final attack than Dawn, you should set up the fight to end with Dawn as the weaker Apostle. This mostly matters for scoring but as ingots also decrease the Necessary counter survival players may also appreciate this.&lt;br /&gt;
** If left alive long enough, the Apostles will use a second attack for a bit before moving back to the first one. Dusk will attempt to kill players beneath with. Dawn's attack here is currently unknown.&lt;br /&gt;
** Survive this phase, and you will finally have banished the Apostles of the Seed, one of the longest and most arduous bosses in the game...&lt;br /&gt;
** '''Post-Boss Waves:''' Except you're not done yet. Several waves of enemies will spawn once the bosses are dead, and this lasts until the real end of the stage.&lt;br /&gt;
** The good news is the wave spawns and the bullets they fire are static. This phase can be routed to the players content.&lt;br /&gt;
** If the bulky Unnamed 335 enemies are left alive long enough, they will fire a very dense of spread of elliptical bullets in front of them. This can be used to earn a small amount of extra Spirit.&lt;br /&gt;
** The large fighter jet looking Unnamed 336 will behave similarly, except it launches landmine like Unnamed 337. These are worth extra Spirit as well, however Unnamed 337 will fly away after releasing these. This means you need to have very high damage available to make use of this.&lt;br /&gt;
** This phase ends with a large streaming pattern. The end of this phase has a small bullet cancel, so try not to bomb during it. Additionally, the enemies fly in from the top right, which tilts their bullets to the left a bit. As such, you should stream from left to right rather than the other way around. Doing it the other way will eventually wall you. Once the cancel happens, this Segment is finally over.&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
** Staying above Rex Cavalier's head (&amp;quot;out of the conversation sphere&amp;quot;) will dodge all attacks for the first chunk of the fight.&lt;br /&gt;
** Rex Cavalier's health will slowly regenerate over time.&lt;br /&gt;
** Killing Rex Cavalier transforms it into an invincible secondary form (UNNAMED 394) which will attack in dense spinning patterns until the timer runs out.&lt;br /&gt;
** When the boss timer runs out, Rex Cavalier will switch to its final Spirit Kernel form. If it was in its secondary form, it will additionally drop a Revive Token.&lt;br /&gt;
** '''DANGER:''' If time runs out on its Spirit Kernel form and you have only one life left, the game will end prematurely with the &amp;quot;Spirit Overload&amp;quot; ending.&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this three times, at LIMIT 80,  LIMIT 07, and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Spirit Scoring Strategy ==&lt;br /&gt;
=== General Overview ===&lt;br /&gt;
'''The biggest factor in earning more spirit is your Stella level. ''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The following [values / objects / behaviors] will change depending on your Stella. &lt;br /&gt;
** Enemy's base Spirit value&lt;br /&gt;
** Milking performance (i.e. increasing enemies’ value with your aura)&lt;br /&gt;
** Unchain bonus (killing MASTER enemies)&lt;br /&gt;
** Amount of needle bullets from enemies (less FINELINE)&lt;br /&gt;
** Amount of destructible bullets spewed from enemies&lt;br /&gt;
** Running Spirits&lt;br /&gt;
** REX-CAVALIER's (S7 Boss) 5th Attack Pattern&lt;br /&gt;
* Even the difference between Stella 9 and Stella A is huge. Always try to keep your Stella at A.&lt;br /&gt;
* Surviving as long as possible and killing each enemy with the most Spirit efficient way is crucial. Figure out the most efficient way to milk Spirits for every enemy you see.&lt;br /&gt;
Routes are mostly thought out by balancing &amp;quot;Survival Consistency&amp;quot; and &amp;quot;Milking&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you choose to survive, you will lose the opportunity to milk.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you choose to milk, you will put yourself more at risk to get hit. Everyone has their own comfortable routes, so figure out your best routes based on this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ways to gain Spirits ===&lt;br /&gt;
''' Immortality Bonuses '''&lt;br /&gt;
* Getting extends after Immortal state (Reaching max lives) gives Spirit bonuses.&lt;br /&gt;
* Starting value is 80, increasing by 40 each time you extend after the first Immortality bonus&lt;br /&gt;
** 80, 120, 160, ...&lt;br /&gt;
&lt;br /&gt;
''' Milking enemies '''&lt;br /&gt;
* Getting close to the enemy and attacking them with your main shot and its aura will raise the enemy's Inner Spirit (Depicted by Blue or Green number).&lt;br /&gt;
* This applies to some destructible parts on large enemies and bosses as well.&lt;br /&gt;
** DEADLIAR is most known for effectively raising Inner Spirits by the aura around him. Minogame is the same too but less efficient.&lt;br /&gt;
** Fossil Maiden can use her Orange Lance to milk more Spirits.&lt;br /&gt;
* You must kill said enemy to gain the milked Spirits.&lt;br /&gt;
* Hitting multiple enemies/boss parts at once will allow the Inner Spirit counter to increase faster.&lt;br /&gt;
''' Grazing the needle bullets (FINELINE) '''&lt;br /&gt;
* The most important and lucrative scoring technique in this game.&lt;br /&gt;
* To get big spirits you need to graze with the suppression radius (or Minogame’s FORBIDDEN SHELL) active; you will lose 80% of your graze spirits without a suppression radius.&lt;br /&gt;
* This makes grazing with ADEPT easier as you can more easily control when the suppression radius is active.&lt;br /&gt;
* Around 10,000 total points can be racked up just by grazing with Stella A.&lt;br /&gt;
* Grazing with lower Stella will decrease the Spirit gain rate from grazing (low Stella also often makes needle bullets shorter).&lt;br /&gt;
** Around 25% of your grazing efficiency is lost if grazing with Stella 9 instead of A – big loss!&lt;br /&gt;
* Using Minogame's charged main weapon (FORBIDDEN SHELL) will increase their grazing radius. Using this attack when grazing will give over 25% more spirits than normal grazing (with suppression radius). Abuse this if you are playing Minogame.&lt;br /&gt;
''' Unchain bonus (UNCHAIN) '''&lt;br /&gt;
* Killing MASTER enemies will give spirits based on the number of “slaves” attached to it when killed.  &lt;br /&gt;
* The amount of Spirits given is exponential based on how many slaves there are.  Even killing one slave can decrease unchain spirits by more than half in some cases, though overall you don’t gain many spirits from unchaining except on RUSTED-DRAGON (S4 boss).&lt;br /&gt;
* Very trivial and easy to achieve in most cases but some enemies are worth much more by killing them without unchaining them.&lt;br /&gt;
** Segment 3 Lead: SEAGULL flocks are an example.&lt;br /&gt;
''' Destroying destructible bullets (NUTCRACK) '''&lt;br /&gt;
* Not much to say. Try to destroy as many as possible with clever use of your weapons.&lt;br /&gt;
* Try not to discharge as it will cancel the bullets without giving you Spirits.&lt;br /&gt;
''' Breakthroughs '''&lt;br /&gt;
* Breakthroughs come when you reach a certain threshold of Spirits or Kills.  The first Breakthrough happens when you reach 5200 Spirits or 2500 Kills (whichever comes first), and the second comes at 6200 Spirits or 5000 Kills (whichever wasn’t the first breakthrough).  If you are playing for Spirit the Spirit breakthrough will almost certainly come first.&lt;br /&gt;
* Spirit Breakthrough is worth 200 + 40 * (current Immortality count)&lt;br /&gt;
* Kill Breakthrough is worth 160 + 40 * (current Immortality count)&lt;br /&gt;
* Getting a breakthrough will reset your NECESSARY value for extends, which equates to faster extends, which means more Immortality bonuses down the line.&lt;br /&gt;
''' &amp;quot;Running Spirits&amp;quot; '''&lt;br /&gt;
* You will earn a certain amount of passive Spirit gain during the stage.&lt;br /&gt;
* Scales with [Current Stella value] and [Current stage Spirit value]. The exact formula is unknown.&lt;br /&gt;
* Does '''not''' apply to bosses or Segment 5 mid-stage.&lt;br /&gt;
''' Stage Clear bonuses '''&lt;br /&gt;
* Gives you around 50 ~ 150 Spirits for most stages.&lt;br /&gt;
** The formula is given on the segment end screen.&lt;br /&gt;
** Based on Stella and the number of times you died during the stage.&lt;br /&gt;
* Clearing the Shrine gives you around 450 [Exact value unknown. Need confirmation]&lt;br /&gt;
* Clearing the TLB (THE UNNAMED 771) will give you around 1000 [Exact value unknown. Need confirmation]&lt;br /&gt;
* Overall, does not give a ton of Spirits but is a nice bonus.&lt;br /&gt;
''' Getting Ingots (Gold crystal items) '''&lt;br /&gt;
* Killing bosses/boss phases and certain cues within stages will cancel all bullets on screen into Ingots.&lt;br /&gt;
** Each worth around 0.2 Spirits&lt;br /&gt;
** Reduces NECESSARY for next life (I think it's around 0.05 ~ 0.1 NECESSARY or about 10-20 Ingots per life chip [Needs confirmation])&lt;br /&gt;
* Sometimes you will want to optimize bullet cancels like in other STGs (cancel when screen is most dense)&lt;br /&gt;
* With Dead Liar and Fossil Maiden, you can use your Mistletoe to collect Ingots and other items.&lt;br /&gt;
''' Attacking indestructible objects '''&lt;br /&gt;
* Single objects worth little, but applying it to many objects will give out quite a value.&lt;br /&gt;
* If any opportunity is present, keep shooting those objects.&lt;br /&gt;
** Segment 2's Ammo milking and Segment 5's wall bumping strategy is based on this.&lt;br /&gt;
''' Spirit Transfer from REX-CAVALIER '''&lt;br /&gt;
* Only on segment 7&lt;br /&gt;
* The final form of his attack will transfer his memory (along with Spirits) to you.&lt;br /&gt;
* Killing him on MEMORY TRANSFER REMAIN = 0 will grant you 345.6 Spirits.&lt;br /&gt;
** Killing him after or before the REMAIN 0 will drastically reduce the bonus.&lt;br /&gt;
* Use the BGM to accurately time it. The female voice with note of C is the perfect timing for it.&lt;br /&gt;
** TIMER 246.5&lt;br /&gt;
''' Destroying THE UNNAMED 771 constantly in the final phase '''&lt;br /&gt;
* Destroying the 771 will give you 7 Spirits each time, and destroying it 7 times will increase it's value by 7.&lt;br /&gt;
* The total Spirits gained from the 771 is represented by the following formula.&lt;br /&gt;
** {Σ[n=1,y] 7 * floor((n/7) + 1)} where y denotes the times you destroyed 771.&lt;br /&gt;
*** For example destroying the 771 for 79 times (Kill value shown as 70) will be around 3073 Spirits.&lt;br /&gt;
&lt;br /&gt;
=== Shrine of Farewell ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Shrine of Farewell is often looked at as a &amp;quot;bonus stage&amp;quot; in regular survival play, which serves to give some lives back in the form of crystals and get the player back on their feet. &amp;lt;br&amp;gt;&lt;br /&gt;
However, it is extremely important in scoring, as playing the Shrine perfectly will reward 424 crystals to the player, with each crystal having a value of 1/200 of the player's Spirits before the Shrine, enabling the player to amplify their score by up to 2.12x.&amp;lt;br&amp;gt;&lt;br /&gt;
This requires good Terra management to optimally reach the Shrine after Segment 7.&amp;lt;br&amp;gt;&lt;br /&gt;
Conversely, it is possible to exit with a net loss in Spirits, if you do not collect at least 200 crystals.&lt;br /&gt;
&lt;br /&gt;
==== TERRA Tips ====&lt;br /&gt;
Overall, be conscious of having good survival play.&amp;lt;br&amp;gt;&lt;br /&gt;
If you are really having trouble keeping your Terra up, choose to play Segment 1 Behind and 2 Behind, as '''you will not lose TERRA in it.''' &lt;br /&gt;
&lt;br /&gt;
===== Increasing TERRA =====&lt;br /&gt;
* Extending will increase TERRA by around 7.&lt;br /&gt;
* Collecting several TERRA tokens will increase TERRA by 1.&lt;br /&gt;
* Triggering the Segment 5 boss's final form (KAREIDOSCOPE) and destroying the core will increase TERRA by 3 each time (FATE CONTROL).&lt;br /&gt;
&lt;br /&gt;
===== Decreasing TERRA =====&lt;br /&gt;
* Dying during the stable state (Blue star rotating around your character OR no star rotating) will drop your TERRA for around 5-10.&lt;br /&gt;
* Dying consecutively, especially during the unstable state (Red star rotating around your character) will drop your TERRA by a much larger amount (about 20-30).&lt;br /&gt;
* Auto-bombing will reduce your Terra by about 5-7.&lt;br /&gt;
* Dropping life chips off the screen will reduce your TERRA by 1 each.&lt;br /&gt;
* Your Terra will drop by a certain amount after clearing each stage, but it is dependent on your Bootleg Ghost (auto-bomb setting).&lt;br /&gt;
** ADEPT has the smallest drop and SOLIDSTATE has the largest.&lt;br /&gt;
&lt;br /&gt;
==== Advice for the Shrine ====&lt;br /&gt;
* Try not to die or discharge too often in the Shrine of Farewell.&lt;br /&gt;
* Speed kill every single enemy you see.&lt;br /&gt;
** Remember the patterns and when you can damage the enemy efficiently.&lt;br /&gt;
* The calculation for the Crystals is still unknown, but the following is known.&lt;br /&gt;
** Having anything below Stella A will reduce your Crystal gain.&lt;br /&gt;
** Kaname Stones &amp;amp; Boss's 1st and 2nd attacks are worth 18 Crystals maximum.&lt;br /&gt;
** Each boss's 3rd attack is worth 36 Crystals max.&lt;br /&gt;
*** Taking a hit or bombing in the 3rd attack will heavily affect your Crystal gains due to high value potential.&lt;br /&gt;
* Using your discharge will most likely reduce your Stella to below A, so try not to use your discharge.&lt;br /&gt;
* If you are playing Dead Liar or Fossil Maiden, you can deploy your Mistletoe at the bottom of the screen and all the crystals will be magnetized to it, enabling the full 2.12x Spirit multiplier. This makes those two characters more viable for high scores than Minogame or Kagura.&lt;br /&gt;
* You don't need to score/milk in this stage unless you are really really comfortable with it.&lt;br /&gt;
** The two milkable patterns are VIRGINAL ORDER on TEMPERAMENT-NIL (by grazing the needles), and DESPERATE ANNULUS on AL4TH (by bombing and using aura on the red blobs she shoots out to gain spirits and increase her inner spirit value).  These combined give out around 2000 to 2500 spirits at most but costs a lot of precious time.&lt;br /&gt;
&lt;br /&gt;
=== General advice ===&lt;br /&gt;
&lt;br /&gt;
==== Stella Management ====&lt;br /&gt;
Aim to get Stella A as soon as possible when starting each stage and keep that Stella at A.&lt;br /&gt;
* Get green Stella items (they increase your Stella).&lt;br /&gt;
* Getting certain amounts of spirits will replenish some Stella.&lt;br /&gt;
** Getting 1 or 2 Spirits isn't noticeable, but getting 10 or more at once will bump your Stella up a bit.&lt;br /&gt;
* Getting a bunch of LUNA chaff relics will increase Stella.&lt;br /&gt;
** Milking MONOWINGs in Segment 1 gives a lot of these.&lt;br /&gt;
* Going near certain enemies will replenish Stella rapidly.&lt;br /&gt;
** Most bosses and some strong enemies will replenish your Stella.&lt;br /&gt;
* Do not get Purple Stella items, they will reduce your Stella.&lt;br /&gt;
&lt;br /&gt;
==== Surviving ====&lt;br /&gt;
* '''Do not die, especially not consecutively.'''&lt;br /&gt;
** Dying decreases your Stella drastically, though you can regain some of it by collecting the orb items that you drop after dying (One item = 0.75 Stella).&lt;br /&gt;
** After dying or autobombing you will be in an “unstable state” shown by red stars orbiting around your character.  It lasts for about 30 seconds.  Dying while “unstable” will reduce Stella by even more and reduce your Terra by a large amount, so try not to do that. &lt;br /&gt;
* Dying even once between Segments 1-7 will reduce your total gain for Spirit by about 2000 to 3000 from loss of Immortality bonuses and Stella decrease.&lt;br /&gt;
* Use Autobomb settings (SOLIDSTATE) unless you are really good or comfortable at the game.&lt;br /&gt;
** ASPIRANT only autobombs when you have less than 4 lives and when SOL is level 5.&lt;br /&gt;
** SOLIDSTATE will autobomb regardless of your life and has a lower threshold of SOL level 3 which is much more consistent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced/specific advice ===&lt;br /&gt;
&lt;br /&gt;
* Use the Max life 5 setting (DRASTIC way of life)&lt;br /&gt;
** This enables getting 1 more Immortality bonus than using the default setting.&lt;br /&gt;
* Use ADEPT if you have the skills to never get hit &lt;br /&gt;
** ADEPT will increase your grazing radius so you will be able to gather more spirits by grazing&lt;br /&gt;
** ADEPT will give you maximum grazing value regardless of your current Stella value [Need confirmation]&lt;br /&gt;
* Remember unique scoring techniques for every single enemy&lt;br /&gt;
** I will give you some unique examples below&lt;br /&gt;
*** Segment 3 Lead: Destroying the two tips of the arms for the mid-boss like enemy that appears between the two big ships near the end (UNNAMED 428) will increase the value of the rest of the arm joints.&lt;br /&gt;
*** Segment 6 Mid-boss (SLUG LADY): Destroying each option will make her Spirit value increase from 0 to 20, 41, 62, 187 respectively. Destroy every single option she has to gain maximum Spirits (make use of the pink laser!)&lt;br /&gt;
* Score as much as you can. Running Spirits can make a difference.&lt;br /&gt;
** Try delaying the extend to the next stage's beginning to gain more Running Spirits during mid-stage (most noticeable in segments 6 and 8)&lt;br /&gt;
** Going to the next stage will reduce 4 NECESSARY each time.&lt;br /&gt;
&lt;br /&gt;
More content possibly TBA.&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=22524</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=22524"/>
		<updated>2023-06-10T08:38:48Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Resources */ Explaining how the life counter works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hellsinker.''' is a [[doujin]] [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''AN AWESOME PRAYER'''&amp;lt;br&amp;gt;'''IS''' &amp;lt;br&amp;gt;'''CONFLICT WITH US'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''KEEP YOUR DIGNITY'''&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [[1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
----&lt;br /&gt;
[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
&lt;br /&gt;
[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
&amp;lt;ol start=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
==== Bootleg Ghost ====&lt;br /&gt;
----&lt;br /&gt;
The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
&lt;br /&gt;
==== Suppression Radius ====&lt;br /&gt;
----&lt;br /&gt;
All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
----&lt;br /&gt;
In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
&lt;br /&gt;
==== Sealing Enemies ====&lt;br /&gt;
----&lt;br /&gt;
When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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=== Resources ===&lt;br /&gt;
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''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances. Please note that the game ends when you are hit with only one life icon left, ''not'' when you have zero; as such, it is better to think of your life icons as &amp;quot;hit points&amp;quot; rather than &amp;quot;spare lives&amp;quot; or &amp;quot;shields&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
&lt;br /&gt;
The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
&lt;br /&gt;
Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
&lt;br /&gt;
[[File:Sol piece.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_Crystals.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_droplet.png]]&lt;br /&gt;
&lt;br /&gt;
'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Luna_chaff.png]]&lt;br /&gt;
&lt;br /&gt;
'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
[[File:Life_chip.png]]&lt;br /&gt;
&lt;br /&gt;
'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
&lt;br /&gt;
[[File:Ingot.png]]&lt;br /&gt;
&lt;br /&gt;
'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
&lt;br /&gt;
[[File:Terra_relic.png]]&lt;br /&gt;
&lt;br /&gt;
Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
&lt;br /&gt;
[[File:Comet.png]]&lt;br /&gt;
&lt;br /&gt;
Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
&lt;br /&gt;
[[File:Revive.png]]&lt;br /&gt;
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=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
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=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
&lt;br /&gt;
The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
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=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
&lt;br /&gt;
Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
&lt;br /&gt;
Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
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=== Rank ===&lt;br /&gt;
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Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
&lt;br /&gt;
Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
&lt;br /&gt;
And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of bullets erased.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
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&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
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''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
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==== Breakthrough ====&lt;br /&gt;
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At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
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==== Immortality ====&lt;br /&gt;
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If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
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== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
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Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
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Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
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Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
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== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# &amp;quot;English strategy guide for HellSinker.&amp;quot;, by Zaarock | https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=53078&lt;br /&gt;
# Spirit Scoring Strategies added by [[User:Twilightex|Twilightex]] and [[User:Legless|Legless]]&lt;br /&gt;
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[[Category:True Last Boss]]&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker&amp;diff=22523</id>
		<title>Hellsinker</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker&amp;diff=22523"/>
		<updated>2023-06-10T08:38:19Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Resources */&lt;/p&gt;
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&lt;div&gt;[[File:HellsinkerLogo.png|center|637px]]&lt;br /&gt;
[[File:HellsinkerTitle1.png|thumb|200px|left|Title screen 1 of 4. Title screens are unlocked as you progress through the game.]]&lt;br /&gt;
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'''Hellsinker.''' is a [[doujin]] [[Bullet hell|bullet-hell]] [[shooting game|shoot-em-up]] developed by Ruminant's Whimper for PC in 2006 and re-released on Steam in 2019. It's defining gameplay features are its '''multiple gauges that affect your attack strength''', its '''enemies with multiple parts to strategically dismember''', and its '''three different tracked scores''' (Spirit, Kills, and Tokens). The game is also often noted for its unique, sometimes inscrutable, lore and aesthetic. The story follows 4 members of the mysterious organization GRAVEYARD as they attempt to reach and infiltrate the Cardinal Shaft, a giant tower responsible for the end of the world.&lt;br /&gt;
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&amp;lt;div style='text-align: center;'&amp;gt;'''AN AWESOME PRAYER'''&amp;lt;br&amp;gt;'''IS''' &amp;lt;br&amp;gt;'''CONFLICT WITH US'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''KEEP YOUR DIGNITY'''&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Gameplay Overview ==&lt;br /&gt;
''Hellsinker.'' is a four-button with '''4''' playable characters (one of which has 4 different load-outs, for an overall total of '''7''') and 9 levels (referred to in-game as &amp;quot;Segments&amp;quot;) in the main game. There are also unlockable, harder versions of the first 3 Segments (unlocked by [[1CC]]-ing Segment 4) and 2 Extra Segments, unlocked by [[1CC]]-ing the game and defeating the [[True Last Boss|TLB]], [[Lost Property 771]]. The scoring system involves destroying enemies (including destructible parts) to gain '''Spirit''', keeping your '''Stella''' (Rank) high to spawn extra enemy waves, and collecting extra lives past the life cap for '''Immortality''' bonuses.&lt;br /&gt;
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=== Controls ===&lt;br /&gt;
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* '''C (Press):''' Fire your main shot. Tapping rhythmically enables rapid fire. Some characters have an extra attack used by mashing the C button faster than rhythmically tapping.&lt;br /&gt;
* '''C (Hold):''' Charge up a strong attack based on your main shot. Release to fire this attack. Holding this button in conjunction with pressing the subweapon button can also perform different special attacks.&lt;br /&gt;
* '''X:''' Fire your subweapon. The mechanics of this attack vary with the character chosen and whether your subweapon gauge is filled.&lt;br /&gt;
* '''Z:''' Fire your discharge attack (bomb). Discharge attacks do high damage, clear the screen of bullets, and makes the player character invincible for some time.&lt;br /&gt;
* '''V:''' Activate slowdown. The exact behavior of this button is dependent on a setting chosen at the start of each run.&lt;br /&gt;
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=== HUD ===&lt;br /&gt;
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[[File:HellsinkerHUD left.png|frameless|637px|center]]&lt;br /&gt;
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The lefthand side of the HUD focuses on gameplay features and contains vital information for any player. Additional information is below:&lt;br /&gt;
# Rank and Speed settings. These are determined before a run starts and cannot be changed during the run. Rank settings do not work outside Practice mode.&lt;br /&gt;
# Lives. Lives are indicated by the heart containers. Max denotes the maximum number you can stock at once, set before the run. The Necessary counter counts down as you collect Life Chips and Ingots; When it hits 0 you earn an Extend.&lt;br /&gt;
# Sol gauge. Sol determines the strength of your main shot and bombs. Default levels are from 1 to 5. The number will flash red when a bomb is available.&lt;br /&gt;
# Luna gauge. Luna determines your main shot's rate of fire. Default  has 3 levels, LO/MI/HI. Text will flash blue when HI, indicating maximum fire rate.&lt;br /&gt;
# Subweapon gauge. Indicates the status of your subweapon. The bar indicates subweapon charge, while the rectangles indicate the level of attack available. For option type subweapons, MOUNT indicates the weapon is mounted to your character while INDEPEND indicates that it has been launched.&lt;br /&gt;
# Rank gauge. Also called Stella. Levels go from 1 to 9 to A. The number will flash red when the gauge is filling and blue when it is emptying.&lt;br /&gt;
# Target name. Indicates the name of the last target hit. Can be ignored.&lt;br /&gt;
# Terra gauge. Terra is a special gauge that indicates when you will visit a bonus segment called Shrine of Farewell. The full details of this gauge are described below.&lt;br /&gt;
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[[File:HellsinkerHUD right.png|637px|frameless|center]]&lt;br /&gt;
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The righthand side of the HUD is mostly reserved for scoring info. Players playing for survival may ignore most of this.&lt;br /&gt;
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&amp;lt;li&amp;gt;Autbomb status. If an autobomb is available, it will say so here and state how many you have remaining for the current segment. Otherwise it will tell you why an autobomb is not available.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spirit counter and gauges. The counter tracks your Spirit gains over the course of the run. The top counter represents Spirit earned from all previous segments and the bottom shows the amount earned on the current segment. These numbers are added at the end of the segment. The gauges represent decimal values of Spirit gains. A full gauge from top to bottom represents 1, 10, and 100 Spirit. This allows players to easily track Spirit changes of any size, no matter how large their score becomes. If a Spirit BREAKTHROUGH is achieved, the word BREAK will appear next to the word Spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Kill Counter. This tracks the total number of kills made in a run. Like the Spirit counter, the top number tracks previous segments and the bottom number tracks the current segment. BREAK will also appear next to Kills for a Kill BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Luna Crystal multiplier. This tracks the value of Luna crystals. The value inside the crystal tracks the current size of crystals (and ergo their worth) while the number outside tracks how many more crystals need to be collected to increase gem size. Letting a gem fall off screen will instead increase the number of gems needed to increase size and also eventually lower size.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Token counter. This tracks the number of Tokens collected over the run. It works similarly to the other two scores aside from lacking a BREAKTHROUGH.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Timer. Counts the time (in seconds) since the start of the current segment.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;FPS counter. Tracks your FPS, to 2 decimal places (ie 6000 is 60.00). At one time it was possible to configure this to also show VRAM usage and Object Count. It is unknown if this is still possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
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==== Bootleg Ghost ====&lt;br /&gt;
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The '''Bootleg Ghost''' setting, chosen at the start of each run, determines ''autobomb behavior''. All characters can autobomb up to 3 times per segment. The settings work as follows:&lt;br /&gt;
* '''Aspirant:''' Autobombs will only activate if the Sol gauge is 5 and the player has less than 4 lives.&lt;br /&gt;
* '''Solidstate:''' Autobombs will activate anytime discharge is available.&lt;br /&gt;
* '''Adept:''' Disables autobombs entirely. Additionally, changes the activation requirements of the suppression radius, which now only activates when the main shot button is held.&lt;br /&gt;
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==== Suppression Radius ====&lt;br /&gt;
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All characters have a '''suppression radius''' which can be activated by not firing the main shot for several seconds. &amp;lt;small&amp;gt;''(Fossil Maiden works differently, and her suppression radius is only active while her subweapon button is held down.)''&amp;lt;/small&amp;gt; The suppression radius takes the form of a light blue circle around the character. It slows down many types of bullets and, for a smaller number of them, will destroy them entirely. Destroying bullets with your suppression radius creates small '''Luna Tokens'''. You can create slightly bigger ones by [[point-blank]]ing enemies whose bullets you have also suppressed.&lt;br /&gt;
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==== Collision ====&lt;br /&gt;
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In a departure from the genre, colliding into walls or enemies in ''Hellsinker.'' does not kill you. Instead, you will be knocked back a certain distance away from the object collided with. If you are in a position to get knocked back several times (for example, wedged between two objects) your movement can become quite erratic. This encourages aggressive gameplay, as making a mistake and getting too close won't kill you (unless you get knocked back into a bullet). Additionally, any time the player character is invulnerable, they are also immune to knockbacks.&lt;br /&gt;
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==== Sealing Enemies ====&lt;br /&gt;
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When you approach certain enemies pointblank, a blue box and the word SEAL will appear on them. Enemies sealed in this manner cannot fire as long as you remain close to them as well as for a few moments after you move away. This also encourages aggressive play rather than waiting for enemies to fly down to you. The size or type of enemy gives '''no indication''' as to whether they can be sealed or not. Only by attempting to seal an enemy will you know.&lt;br /&gt;
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=== Characters ===&lt;br /&gt;
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''Hellsinker.'' features four playable characters, each with vastly different load-outs and playstyles.  Three of the characters are available by default, while the last is unlocked by beating Segment 4 with a 1CC. The characters and their loadouts are as follows:&lt;br /&gt;
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* '''Dead Liar:''' The oldest member of GRAVEYARD. He focuses on strong but narrow main shot attacks while his subweapon, the Misteltoe Tobari-Maru, can be freely placed to attack enemies with a small AOE. His load-out option allows him to change the behavior of this subweapon.&lt;br /&gt;
*  '''Fossil Maiden:''' A particularly sickly member of GRAVEYARD who uses her Misteltoe, Saraba-Maru, to see as well as fight. Her combat focus is on covering extremely large areas of the screen with Saraba-Maru, who fires on all enemies who enter her radius.&lt;br /&gt;
* '''Minogame:''' An androgynous non-binary robot deity, powerful enough to fight without a Misteltoe. They focus on strong AOE attacks and discharges, allowing them to survive especially dangerous situations.&lt;br /&gt;
* '''Kagura/Kagura-Maru:''' An Elder Misteltoe used as a living weapons platform. This gives Kagura 4 distinct load-outs to use in combat. ''Kagura is unlocked by achieving a '''1CC in Segment 4'''.''&lt;br /&gt;
** '''Moon Cradle (Multi-Trajectory Shell):''' Features an aimable burst shot subweapon, and discharges that only cost 2 Sol rather than emptying the gauge.&lt;br /&gt;
** '''Ecliptic Chariot (External Gunner):''' An external, three-pronged turret that can be launched and retrieved freely.&lt;br /&gt;
** '''Infernal Sabbath (Variable Gun):''' Load-out with no distinct subweapon; Instead, the subweapon button controls the spread of the main shot.&lt;br /&gt;
** '''Xanthez (Anti-Bacillus Saber):''' Uses two highly destructive but short range swords to swipe at nearby enemies.&lt;br /&gt;
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=== Resources ===&lt;br /&gt;
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''Hellsinker.'' uses lives to measure player health, and starts the player at '''four lives'''. At the start of each run, players use the '''Way of Life''' setting to set their life cap at 5-7. Setting a '''lower life cap''' offers '''less safety but greater score''', as it allows the player to rack up Immortality bonuses faster. [[Extends]] are earned from '''Life Chips''' (the amount of which that are needed for an extra life going up as you earn more lives) and '''Revive Tokens''' that are dropped in rare circumstances. Please note that the game ends when you are hit with only one life icon left, ''not'' when you have zero; as such, it is better to think of your life icons as &amp;quot;hit points&amp;quot; rather than &amp;quot;spare lives&amp;quot;.&lt;br /&gt;
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Discharges are governed by the '''Sol gauge'''. Using your discharge attack depletes the Sol gauge, which also affects your main shot's strength. The Sol gauge refills over time, or by gathering Sol pieces which refill it quickly. Discharges cost a minimum of 3 Sol (unless you are Moon Cradle Kagura, which costs 2) and always empty the Sol gauge (again, unless Moon Cradle). Having 5 Sol gauge unlocks a more powerful bomb that lasts a longer time.&lt;br /&gt;
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The '''Luna gauge''' affects the rate of fire of your main shot. It goes down as you fire your main shot, and goes up while not firing it. Collecting Luna Crystal tokens also fills it slightly, while also increasing your Token count. The fact that this gauge empties as you fire your main shot encourages the player to use their subweapons and discharges to keep this gauge up.&lt;br /&gt;
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Your '''subweapon gauge''' determines the power (and in some cases, the type of attack) of your subweapon. It empties whenever you fire your subweapon, and fills when you are not firing your subweapon. Firing your main shot locks your subweapon gauge at level 1 if below it, or somewhat quickly empties it down to level 1 if above it.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
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''Hellsinker.'' features 11 items (called relics) that govern score and gameplay. &lt;br /&gt;
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'''Sol pieces''' are dropped by many enemies and slightly refill the Sol Gauge, by about one pip.&lt;br /&gt;
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[[File:Sol piece.png]]&lt;br /&gt;
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'''Luna crystals''' mostly function to increase the Token score while also slightly refilling the Luna gauge. They are dropped by specific enemies, and increase in size (and value) as you collect more.&lt;br /&gt;
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[[File:Luna_Crystals.png]]&lt;br /&gt;
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'''Luna droplets''' increase the Token count and Luna Crystal multiplier at smaller rates than crystals, but have the upside of not penalizing your multiplier if they fall off the screen. They are created by erasing bullets very close to you by destroying the enemy that shot them.&lt;br /&gt;
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[[File:Luna_droplet.png]]&lt;br /&gt;
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'''Luna chaff''' increases the Luna gauge by a very small amount and does not increase the Token counter at all. It is created when bullets are destroyed by your Suppression Radius.&lt;br /&gt;
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[[File:Luna_chaff.png]]&lt;br /&gt;
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'''Stella relics''' allow you to control your rank, changing the Stella gauge by 1 whole number when picked up, and filling or emptying it for several seconds after, depending on the relic. Young Stella relics are green and increase your rank, while old Stella relics are pink and reduce your rank. Stella relics are dropped from scripted events, either certain moments in the stage or certain actions taken against bosses.&lt;br /&gt;
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[[File:Young_stella.png]][[File:Old_stella.png]]&lt;br /&gt;
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'''Life chips''' are somewhat more rare and reduce the counter for your next extend by 1. Other relics will have a fractional impact on this extend count. These are created only when specific enemies are destroyed.&lt;br /&gt;
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[[File:Life_chip.png]]&lt;br /&gt;
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'''Ingots''' are made when a boss's bullets are canceled when the boss is destroyed and give you some Spirit, as well as around 1/50th of an extend count. This amount is larger than other relics.&lt;br /&gt;
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[[File:Ingot.png]]&lt;br /&gt;
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'''Terra tokens''' are rarely made by exploding subparts of some enemies. They increase your Token count, rank, and Terra gauge slightly.&lt;br /&gt;
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[[File:Terra_relic.png]]&lt;br /&gt;
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Finally, the rarest relics are '''Comet relics''' and '''Revive tokens'''. Comet relics are dropped when the player character dies, and allow them to recover some of their lost rank. You will drop 1 Comet relic for each full rank you lost on death, and they each give .75 rank back.&lt;br /&gt;
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[[File:Comet.png]]&lt;br /&gt;
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Revive tokens are dropped in very specific circumstances and immediately offer an extra life. However, they have no effect on the extend counter and do not offer Immortality bonuses.&lt;br /&gt;
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[[File:Revive.png]]&lt;br /&gt;
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=== Continues ===&lt;br /&gt;
''Hellsinker.'' has only '''one continue''' and this cannot be changed. Furthermore, entering a '''special segment''' will disable your continue for the rest of the run. If you do manage to use your continue, '''several segments''' are also skipped in your playthrough (Segments 3L and 6 are known) and you are locked out of fighting the Segment 8 boss, precluding a good end. Additionally, segments played after a continue do '''NOT''' unlock in Segment Location (practice mode). Thus, you are highly encouraged to 1CC the game, or at least as far as you can manage.&lt;br /&gt;
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=== Terra ===&lt;br /&gt;
Of all the gauges in ''Hellsinker.'', '''Terra''' is perhaps the most mysterious. The Terra gauge starts any run at the full 240 points. Terra is reduced when you '''make mistakes''', let life chips fall off the screen, or finish segments. However, increasing Terra is much harder. This means Terra is constantly falling during normal gameplay. When Terra does finally hit 0, a '''special segment''' called Shrine of Farewell is set as the next segment. Once you visit Shrine of Farewell, the Terra gauge is disabled as it no longer has any effect on gameplay. Shrine of Farewell is '''mandatory''' in a Full Sequence Order playthrough but its position in the playthrough can be changed with Terra management. With optimal Terra management in Full Sequence Order, Shrine of Farewell will take place after '''Segment 7'''.&lt;br /&gt;
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The following events '''decrease''' Terra:&lt;br /&gt;
* Dying or autobombing&lt;br /&gt;
* Finishing stages with the amount varying based on the stage. Notably, Segment 7 essentially has -240 Terra if played in Full Sequence Order.&lt;br /&gt;
* Letting Life Chips fall off the screen costs 1 Terra per chip.&lt;br /&gt;
And the following actions '''increase''' Terra:&lt;br /&gt;
* Terra tokens which are rarely dropped from very specific enemies&lt;br /&gt;
* Extending gives you a small amount of Terra&lt;br /&gt;
* Fate control: Putting the '''Segment 5 boss''' in a special state at the end of the fight will allow you to constantly raise your Terra every time the boss dies and revives itself.&lt;br /&gt;
Avoiding hits and using fate control are the main ways to manipulate Terra to enter Shrine of Farewell at a chosen moment.&lt;br /&gt;
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=== Shrine of Farewell Mechanics ===&lt;br /&gt;
When you eventually visit Shrine of Farewell, you will notice several mechanics '''behave differently''' from the rest of the game. Shrine starts as a room with no enemies but several doors showing the same 4 symbols in different orders. Shrine is a '''boss rush''' with a strict time limit and these doors set the order you fight those bosses in. Touching a door will set that door as your order, and pressing Main Shot will open the door and start the rush. it may be worth it to '''time out''' this first room for score. Your Spirit very slowly rises while inside this room, so waiting 30 seconds can net you a handful. This is a very tiny amount in the grand scheme of things but all it costs is some patience.&lt;br /&gt;
[[File:HellsinkerShrineDoor.png|thumb|right|One of the doors in the waiting room of Shrine of Farewell. The boss order shown here is Temperament Nil, Million Lives, Al4th, and finally Nine Lives.]]&lt;br /&gt;
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Once you have selected your boss order and entered Shrine proper, the full force of the gameplay changes come into effect:&lt;br /&gt;
* Your Spirit drops to 0, however '''doing well in Shrine''' will reward your lost Spirit back, with even better gameplay actually increasing your Spirit greatly.&lt;br /&gt;
* You have infinite lives. The place where your lives sit in the HUD will instead say UNCHAINED for the duration of Shrine.&lt;br /&gt;
* Bootleg Ghost does not function inside Shrine.&lt;br /&gt;
* You cannot earn credit to your next extend until the score screen of Shrine. This means ingots are worth only Spirit and Life Chips do not drop inside Shrine.&lt;br /&gt;
* Your Stella constantly rises while inside Shrine.&lt;br /&gt;
* Your continue is disabled upon entering Shrine. Notably, Shrine is still mandatory even if you have already used your continue.&lt;br /&gt;
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Each of the 4 bosses in Shrine of Farewell has '''3 different attacks''', and these attacks form the basis of scoring inside Shrine. Defeat an attack without dying, and you will earn Crystals (a Shrine only item) that are each worth 1/200th of your pre-Shrine Spirit total meaning '''200 Crystals will get you your score back'''. The max amount of Crystals awarded in shrine is '''424''', meaning perfect gameplay will more than double your score. Additionally, once you reach the end of Shrine, Crystals will rain from the top of the screen. These crystals act as '''Life Chips''' meaning a player can earn several extends to get back in the run, or several Immortality bonuses to drive the score even higher. The following actions affect Crystal gain in Shrine:&lt;br /&gt;
* Dying to a boss attack will reduce Crystal earned for that attack. The amount is dependent on the attack in question, and several deaths will set this score to 0.&lt;br /&gt;
* Bombing the Kaname Stones that hold the bosses inside them instantly sets their Crystal score from 18 to 0.&lt;br /&gt;
* Timing out a boss will cause them to instantly leave, voiding any Crystals from attacks you had not yet defeated.&lt;br /&gt;
* Seeing a '''secret 5th boss''' in Shrine will add a large amount of Crystal. This secret boss is unlocked by defeating all 4 previous bosses under a par time (indicated by the Kaname Stones wailing) and you are not penalized for dying or bombing once it appears on screen. This secret unnamed boss cannot be damaged, has a health bar that constantly drains until Shrine ends, and summons many Scary Stupa enemies to shoot down for a ton of Kills. &lt;br /&gt;
Shrine represents a unique opportunity for players of all skill levels. Players playing for survival mostly do not care where it ends up in the rotation but it will naturally happen after '''several deaths''', potentially saving players from a Game Over. Experienced players will appreciate the potential to double your score inside Shrine and therefore choose to '''delay it''' as long as possible. Doing this maximizes the score gained and is an integral part of scoring.&lt;br /&gt;
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=== Rank ===&lt;br /&gt;
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Rank in ''Hellsinker.'' is governed by the '''Stella gauge.''' High Stella will spawn extra waves of enemies and adjusts the Spirit value of all enemies upward, making it vital for score. Conversely, Stella has '''little to no effect on bosses''', with a few notable exceptions. The beginning of a run always sets the Stella gauge to 1 (adjustable for practice mode only in the options) and a proportion of your ending Stella is carried forward to the next stage.&lt;br /&gt;
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Outside of this system, the following actions ***increase*** the Stella gauge:&lt;br /&gt;
* Destroying enemies and subparts.&lt;br /&gt;
* Picking up green Stella items, Terra tokens, and Comet relics.&lt;br /&gt;
* Fine play, which includes staying alive for a long time and grazing many bullets and lasers.&lt;br /&gt;
* Surviving for at least 30 seconds after a death.&lt;br /&gt;
* Playing aggressively by staying at the top of the screen and point-blanking enemies.&lt;br /&gt;
* Shooting indestructible parts of enemies.&lt;br /&gt;
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And the following actions ***decrease*** the Stella gauge:&lt;br /&gt;
* Dying, compounded greatly by dying twice within 30 seconds.&lt;br /&gt;
* Autobombing&lt;br /&gt;
* Using discharge attacks, by an amount based on the number of bullets erased.&lt;br /&gt;
* Picking up pink Stella items&lt;br /&gt;
* Grazing a certain numbers of bullets over time will always drop 2 pink Stella items from the top of the screen. The number needed is indicated under the character and labelled &amp;quot;Appeasement&amp;quot;. This is only visible while currently grazing.&lt;br /&gt;
* Spending long periods of time at the bottom of the screen.&lt;br /&gt;
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=== Scoring ===&lt;br /&gt;
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''Hellsinker.'' features 3 different scores: Spirit, Kills, and Tokens and as a result 3 different ways to score. '''Spirit''' is the closest to a general score. Aside from destroying enemies, spirit can be raised by destroying subparts, destroying many destructible bullets at once, grazing many needle bullets at once, and unchaining special Master enemies which are tethered to slave enemies. '''Kills''' are simply a track of enemies killed. However, undestroyed subparts that die along with the main enemy, and slave enemies that self destruct during an Unchain do not count. '''Tokens''' measures how many Luna Crystals you have picked up during play.&lt;br /&gt;
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==== Breakthrough ====&lt;br /&gt;
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At certain Spirit and Kill amounts, the character will earn a Breakthrough. Breakthrough not only adds a life but resets the number of life chips needed for an extend, which makes future immortal bonuses easier to obtain. Breakthrough can only be triggered once each for Spirit and Kills, and the number needed is dependent on which one is triggered first. Spirit Breakthrough happens at 5200 Spirit if the Kill Breakthrough is untriggered, or 6200 otherwise. Likewise, Kill Breakthrough occurs at 2500 or 5000 kills.&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
----&lt;br /&gt;
If a player earns a life while already at the life cap, they instead earn an '''Immortality bonus''', increasing their Spirit. Immortality bonus starts at 80 Spirit and increases by 40 for each subsequent bonus. Immortality bonuses earned through a Breakthrough are instead worth 200 spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please see [[Hellsinker/Strategy]] for more info.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Unlocks ==&lt;br /&gt;
''Hellsinker.'' contains many hidden features that must be unlocked by making progress in the game such as extra game modes, new title screens, and goodies like a cutscene viewer and music room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 4 1CC:&lt;br /&gt;
* Title Screen 2. [[File:HellsinkerTitleScreen2.png|150px|thumb|right|Title Screen 2.]]&lt;br /&gt;
* Kagura, a fourth playable character.&lt;br /&gt;
* Segment Location, a practice mode. In order for a segment to be unlocked in practice mode, you must reach (but not necessarily defeat) a segment's boss 1CC.&lt;br /&gt;
* Segments 1 through 3 Lead. These Lead segments are harder than the default versions (now called Behind) but offer greater scoring opportunities as a result. They can be freely picked in Full Sequence Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing Segment 7 (1CC not necessary):&lt;br /&gt;
* Title Screen 3. [[File:HellsinkerTitle3.png|150px|thumb|right|Title Screen 3.]]&lt;br /&gt;
* Short Mission, an abbreviated run of the game. Short Mission is truncated to 5 segments instead of 8 and allows players to pick them from a series of groupings. Progress made in Short Mission counts for the purposes of unlocks such as Segment Location or beating the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by defeating the True Last Boss, Lost Property 771:&lt;br /&gt;
* Extra Segment 1, The Great Majority. Extra segments are selected from the title screen and take place after the events of Full Sequence Order in order to expand on the story. The Great Majority is a score attack based segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Great Majority:&lt;br /&gt;
* Extra Segment 2, The Way of All Flesh. The Way of All Flesh is a survival based segment and features the return of Lost Property 771 in a new form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by clearing The Way of All Flesh:&lt;br /&gt;
* Title Screen 4. Additionally, title screens can now be freely changed in options. [[File:HellsinkerTitleScreen4.png|150px|thumb|right|Title screen 4.]]&lt;br /&gt;
* Strategy Recorder, a cutscene viewer. Strategy Recorder features extra cutscenes not seen during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocked by viewing all cutscenes in Strategy Recorder, then closing the game:&lt;br /&gt;
* Sound Memoir, a music room. A final cutscene will play when you close the game, thanking you for your efforts. Congratulations!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info contributed by [[User:Yukkuritime‎|Yukkuritime‎]]&lt;br /&gt;
# Additional page formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# &amp;quot;English strategy guide for HellSinker.&amp;quot;, by Zaarock | https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=53078&lt;br /&gt;
# Spirit Scoring Strategies added by [[User:Twilightex|Twilightex]] and [[User:Legless|Legless]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:True Last Boss]]&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=16699</id>
		<title>Hellsinker/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellsinker/Strategy&amp;diff=16699"/>
		<updated>2022-09-08T15:17:48Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Segment 7 */ Adding requirements for Spirit Overload ending&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Hellsinker]] for the main page.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Segment Specific Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Quiet Minstrel'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Glorious Symbol'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Behind ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Sunken Bishop'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 1 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Aerial Form)'''&lt;br /&gt;
&lt;br /&gt;
=== Segment 2 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Scarlet Queen'''&lt;br /&gt;
** Scarlet Queen has a multitude of parts to dismantle, and which parts she has can dramatically change her attack pattern. They can be split up into talons, the two singular parts down below that fire blue energy blasts; wings, the multi-segmented side pieces that can be SEALed; and the Queen's Throne, the small knobby piece at the top that attempts to shoot you down when you get too close.&lt;br /&gt;
** The fight starts with Scarlet Queen swooping in from the top left down to the center bottom. She will be releasing bullets from the get-go so try to not let her push you into them. As long as all pieces are alive she will stay in this basic pattern, shooting a small number of bullets from her wings and attempting to wall you with her talons.&lt;br /&gt;
** '''Both talons destroyed, wings symmetrical (a piece is either alive or dead on both sides, no mismatches):''' Scarlet Queen will shoot many grazeable needle bullets from her wings. This pattern is static and worth a lot of FINELINE bonus so it's worth doing for score. Moving too high up the screen during this pattern will SEAL some of her wing pieces and reduce the number of needles shot. Stay near the bottom.&lt;br /&gt;
** '''Both talons destroyed, wings non-symmetrical:'''Her wings will perform two different attacks, depending on whether they are up or down. While up, they will shoot a stream of arrowhead bullets aimed at you. While down, it is instead small circular bullets aimed straight down. If you can remain above the boss and close enough to one wing to SEAL it entirely, this pattern is a simple dodge. Note that even if the wings are symmetrical, the above pattern will eventually end and lead to this one.&lt;br /&gt;
** '''One or both wings left with no SEALable feather pieces (talon status to get this pattern needs to be confirmed):''' The remains of Scarlet Queen's wing will start shooting homing missiles at you. Pretty mediocre attack.&lt;br /&gt;
** '''Queen's Throne:''' Anytime you approach the Queen's Throne it will attempt to shoot you with small circular bullets. This piece is quite hard to hit, but destroying it drops several Life Chips so it is worthwhile. Note that the Throne being alive or dead has no impact on any other attacks the boss has.&lt;br /&gt;
** '''All subparts destroyed (excluding Throne):''' Scarlet Queen will attempt to wall you with arrowheads while shooting small circulars inside the bullet corral. Reaching this pattern always causes a New Stella Relic to drop, in case you need to increase your rank. Destroying the main piece causes a bullet cancel so try to make it profitable.&lt;br /&gt;
** '''Boss destroyed, rank high (7 or 8, exact value needs testing):''' Spirit Kernel form. The boss's soul will attempt to destroy you with fast and dense patterns. This phase lasts 16 seconds of consists of 4 attacks performed in rapid succession. Destroying the boss will cause another bullet cancel and a Revive token to drop (useful if you are not already life capped). As the boss's final pattern is the densest, it is worthwhile to delay killing it til the last second.&lt;br /&gt;
&lt;br /&gt;
=== Segment 3 Lead ===&lt;br /&gt;
* TBA&lt;br /&gt;
&lt;br /&gt;
=== Segment 4 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rusted Dragon'''&lt;br /&gt;
** Rusted Dragon is considered a step up in difficulty for first time players, as it is a lot more aggressive than the bosses from the Behind Segments. However, a lot of its difficulty can be mitigated through knowledge and practice.&lt;br /&gt;
** Before the fight even starts, if you have 2 lives of less Rusted Dragon will not appear at all, ending the stage early. This may save new players from a difficult fight if they are struggling with the start of the game.&lt;br /&gt;
** In the event you do fight Rusted Dragon, it starts the fight by quickly swooping in and firing mostly static walls of bullets.&lt;br /&gt;
** One note about this static phase is that fairly early in it, Rusted Dragon will fire large elliptical bullets from the left and right ends of the screen. Destroying these offers the largest NUTCRACK bonus in the game.&lt;br /&gt;
** Rusted Dragon's two wings can be attacked and destroyed, and have 2 health bars each. Emptying the first bar offsets the wing a bit, erases the boss's shots for several seconds (similar to a discharge), and makes its initial attack pattern more complicated.&lt;br /&gt;
** Destroying a wing a second time will fully remove it. If this is the first wing destroyed, it will fire an absurdly dense burst of red elliptical bullets that you can milk for a NUTCRACK bonus. If it's the second wing it will release some Clambons and move to the final phase of the fight.&lt;br /&gt;
** The final phase is timed. The faster you destroyed the two wings, the earlier you will reach the lucrative final attack in this phase.&lt;br /&gt;
** Rusted Dragon will release Clambons, and replace them with another random set when they are destroyed. Clambons have varying attacks, dependent on their size and how many are in this particular wave. Each attack is fairly simple.&lt;br /&gt;
** Rusted Dragon itself will mostly attempt to track you vertically and release bullets straight down.&lt;br /&gt;
** Eventually, Rusted Dragon will start to release UNCHAINable Clambon trains from the top, and small Clambons from the bottom. The UNCHAIN target is the most valuable but make sure to kill as many Clambons as you can.&lt;br /&gt;
** It's also important to keep Rusted Dragon's HP high if you are milking this boss, as it will take lots of incidental damage from stray shots.&lt;br /&gt;
** Rusted Dragon will begin its final attack after several sets of trains. it will stop moving and release dense random bursts of bullets. Very large Clambon trains will swoop in from the left and right.&lt;br /&gt;
** These large trains have an UNCHAIN bonus of 19 which is a very high value. Milking this boss involves maximizing these train kills and their UNCHAIN bonus, only killing the boss at the last second.&lt;br /&gt;
** Kill trains on the side they spawn on. Once they cross the middle of the screen (marked by Rusted Dragon itself), the lead Clambons on the train will start to move offscreen and reduce your UNCHAIN bonus.&lt;br /&gt;
** Rusted Dragon's attacks are mostly random and will need to be sight read to find safespots and paths to the other side of the screen.&lt;br /&gt;
** Make sure to kill Rusted Dragon at the last possible second. The bullets it fires become more dense as the time reaches 0 and killing Rusted Dragon will cause a bullet cancel. Missing this cancel will undo some of the work spent milking Clambons.&lt;br /&gt;
** If you happen to destroy Rusted Dragon without destroying either wing, it will drop a Revive Token. However, this is not very useful.&lt;br /&gt;
&lt;br /&gt;
=== Segment 5 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Perpetual Calendar'''&lt;br /&gt;
** Fate Control: In Perpetual Calendar's final attack, if you destroy all its turrets twice without killing the main core, you will unlock a secret attack. In this form Perpetual Calendar will instantly respawn when destroyed, and give you 2 Terra every time you destroy it. This will last until the fight times out and is a vital part of controlling your Terra level.&lt;br /&gt;
&lt;br /&gt;
=== Segment 6 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Apostles of the Seed (Dawn &amp;amp; Dusk)'''&lt;br /&gt;
** First of all, Dawn is the red one and Dusk is &amp;quot;bluish&amp;quot;. Keep this in mind because they are very different from each other.&lt;br /&gt;
** The percentage in the middle of the screen is their combined health percentage. Their phases are dependent on this number so refer to it often.&lt;br /&gt;
** Sometimes they will have a glowing runic circle around them. This circle strongly reduces damage they take from all sources. You can avoid using resources on them during this time or you can use their increased resistance to control their HP totals more effectively.&lt;br /&gt;
** '''Phase 1:''' This phase starts off with a wave cannon attack as they both swoop in from the sides. This phase is static; they will merely shift up and down and fire some simple waves of bullets.&lt;br /&gt;
** There are two ways to end this first phase: destroy all 8 of their limb launchers (the SEALable bumps) or push their combined HP total under 70% (which then destroys the limb launchers automatically). Score players may want to use this easier phase to damage them close to the breakpoint to raise their Spirit values and then move on to destroy the launchers.&lt;br /&gt;
** '''Phase 2:''' The Apostles will take turns trying to overwhelm you with fast attacks. Each Apostle uses 1 of 4 unique attacks here, chosen randomly(?).&lt;br /&gt;
** '''Dawn:'''&lt;br /&gt;
*** Dawn will fire large electric shots randomly. These will travel a medium distance then stop and expand. Culminates in an even larger bullet that expands into a giant starburst. This ones about reaction times.&lt;br /&gt;
*** Dawn will attempt to chase you down and hit you with a melee attack. This attack will happen 3 times in quick succession, and every melee attack also releases some bullet walls to try and corner you. Try to keep movements small so you can pass through these.&lt;br /&gt;
*** Dawn will appear at the left or right edge of the screen, then fire a twister of bullets and move to the other side. Some small circular bullets will also be aimed at you. If you hug the far wall from Dawn's starting position and keep your Suppression Radius up to erase the small bullets, this attack can't hit you.&lt;br /&gt;
*** Dawn will appear in the middle of the screen, fire a burst of extremely homing bullets, then immediately fly away. This attack can be SEALed by being close to Dawn when it lifts its arms, however Dusk has many attacks that start by punishing players in the middle, so dodging it is best.&lt;br /&gt;
** '''Dusk:'''&lt;br /&gt;
*** Dusk will harmlessly float at the top of the screen, while walls of plasma rain down from above. Walls can have an opening to the left, right, or in the middle. If you are above Dusk here this attack is harmless.&lt;br /&gt;
*** Dusk will float high on the screen, and fire arrowheads and teardrops at you, while simultaneously trying to wall you with arcs of electricity. This attack is difficult and relies on making quick decisions to move past bullets safely. If your Suppression Radius activates during this you will likely die as the arrowheads will slow down.&lt;br /&gt;
*** Dusk will teleport to the middle of the screen horizontally, directly above you, and fire a large beam. Being under this is naturally fatal. Some bullet walls will be released at the same time, meaning after you dodge the beam you will need to move through these lanes. This attack happens 4 times in a row.&lt;br /&gt;
*** Dusk will fire a small random burst of fireballs at you. This burst will speed up over a few seconds and end in a 3 pronged stream aimed right at you. Dodge the random bit and then stream the attack once it reaches its climax.&lt;br /&gt;
** This phase makes up the majority of the fight, as both ways to exit it will take a long time to achieve. Learning how to deal with these attacks will give players the best chance of surviving (and/or scoring) this fight.&lt;br /&gt;
** '''Team Attack Phase:''' This phase has two requirements. Both Apostles must be alive, and their combined HP total must be under 20%. If an Apostle dies before their total is under 20%, this and the next phase will be skipped. Be aware of this.&lt;br /&gt;
** The Apostles will fly in on opposite ends of the screen from each other, then tether together with electricity.&lt;br /&gt;
** While tethered, they will spin in one direction slowly, or spin in the opposite direction quickly. The order these happen in is random.&lt;br /&gt;
** Aside from the tether itself being deadly, the Apostles will also fire destructible elliptical bullets at you, as well as summon many harmless adds to destroy. This phase has high scoring potential between the Nutcrack bonuses available and the extra kills.&lt;br /&gt;
** If you thought you could avoid the tether by following one of the Apostles, you can't. They constantly fire streams of bullets from their sides to prevent this.&lt;br /&gt;
** This phase lasts 14 seconds, or will end early if an Apostle dies. If it does not end early, it goes to the next phase.&lt;br /&gt;
** '''Self Destruct Phase:''' The Apostle with lower HP will destroy its own limbs and attempt to kill you with a final desperation attack.&lt;br /&gt;
** This attack is different for each Apostle. Dawn will fly toward the top and attempt to rain down large, eye-searing electricity attacks. Dusk will fly to the middle and fire random bursts of exotic bullets that look like clubs.&lt;br /&gt;
** This phase only lasts 10 seconds, and timing it out will cause the Apostle to fully self destruct, preventing you from getting score from it.&lt;br /&gt;
** During this phase, the Apostle will have a supercharged version of their shield on. This blocks the vast majority of damage from all attacks. Entering this phase with more than ~5-6% HP will make it very difficult to get value from this Apostle.&lt;br /&gt;
** '''Final Phase:''' The surviving Apostle will use a final, simple attack.&lt;br /&gt;
** These are once again dependent on the Apostle. Dawn will perform a spiraling attack using the same club bullets Dusk just used. Dusk will simply try to wall you with fireballs.&lt;br /&gt;
** Killing this final Apostle will finally net you a bullet cancel. As Dusk fires many more bullets during this final attack than Dawn, you should set up the fight to end with Dawn as the weaker Apostle. This mostly matters for scoring but as ingots also decrease the Necessary counter survival players may also appreciate this.&lt;br /&gt;
** If left alive long enough, the Apostles will use a second attack for a bit before moving back to the first one. Dusk will attempt to kill players beneath with. Dawn's attack here is currently unknown.&lt;br /&gt;
** Survive this phase, and you will finally have banished the Apostles of the Seed, one of the longest and most arduous bosses in the game...&lt;br /&gt;
** '''Post-Boss Waves:''' Except you're not done yet. Several waves of enemies will spawn once the bosses are dead, and this lasts until the real end of the stage.&lt;br /&gt;
** The good news is the wave spawns and the bullets they fire are static. This phase can be routed to the players content.&lt;br /&gt;
** If the bulky Unnamed 335 enemies are left alive long enough, they will fire a very dense of spread of elliptical bullets in front of them. This can be used to earn a small amount of extra Spirit.&lt;br /&gt;
** The large fighter jet looking Unnamed 336 will behave similarly, except it launches landmine like Unnamed 337. These are worth extra Spirit as well, however Unnamed 337 will fly away after releasing these. This means you need to have very high damage available to make use of this.&lt;br /&gt;
** This phase ends with a large streaming pattern. The end of this phase has a small bullet cancel, so try not to bomb during it. Additionally, the enemies fly in from the top right, which tilts their bullets to the left a bit. As such, you should stream from left to right rather than the other way around. Doing it the other way will eventually wall you. Once the cancel happens, this Segment is finally over.&lt;br /&gt;
&lt;br /&gt;
=== Segment 7 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Rex Cavalier (Land Form)'''&lt;br /&gt;
** Staying above Rex Cavalier's head (&amp;quot;out of the conversation sphere&amp;quot;) will dodge all attacks for the first chunk of the fight.&lt;br /&gt;
** Rex Cavalier's health will slowly regenerate over time.&lt;br /&gt;
** Killing Rex Cavalier transforms it into an invincible secondary form (UNNAMED 394) which will attack in dense spinning patterns until the timer runs out.&lt;br /&gt;
** When the boss timer runs out, Rex Cavalier will switch to its final Spirit Kernel form. If it was in its secondary form, it will additionally drop a Revive Token.&lt;br /&gt;
** '''DANGER:''' If time runs out on its Spirit Kernel form and you have only one life left, the game will end prematurely with the &amp;quot;Spirit Overload&amp;quot; ending.&lt;br /&gt;
&lt;br /&gt;
=== Segment 8 ===&lt;br /&gt;
* TBA&lt;br /&gt;
* '''Boss: Unnamed 290/HellSinker'''&lt;br /&gt;
** The goal of this boss is to raise it's Satisfaction meter to level 3. Doing non-bomb damage to it raises it (fairly slowly) while not hitting it for awhile will cause it to fall (also slowly). Bombing will cause it to fall very rapidly and should be avoided.&lt;br /&gt;
** Each pattern during this phase is static. They can be practiced in Segment Location. Use this to your advantage.&lt;br /&gt;
** Whenever an attack during this phase ends (based solely on time), the boss will drop 6 Life Chips. This can be used to gain a couple extra lives/Immortality bonuses.&lt;br /&gt;
** Based on your Satisfaction level at the end of this boss, an extra boss will be spawned.&lt;br /&gt;
* '''Boss: GARLAND'''&lt;br /&gt;
** Requires Satisfaction level 3. This boss can potentially lead to the TLB and the true end.&lt;br /&gt;
** Your goal is to fill its health bar to max by dealing damage. This will unlock the TLB.&lt;br /&gt;
** Beyond this mechanic, GARLAND is invincible (but can still be shot for score).&lt;br /&gt;
** This phase will last 102 seconds.&lt;br /&gt;
** The giant green lasers can be used to damage GARLAND if the white hexagonal shielding pieces are destroyed.&lt;br /&gt;
** In this part of the game only, enemy Misteltoe bullets can be cancelled. These bullets will cancel into Life Chips rather than Ingots. GARLAND will do this three times, at LIMIT 80,  LIMIT 07, and LIMIT 00. Keep as many of these bullets on the screen as possible to earn your last extends of the run.&lt;br /&gt;
* '''Boss: Lost Property 771'''&lt;br /&gt;
** The True Last Boss.&lt;br /&gt;
** Like GARLAND, completely invincible but worth shooting.&lt;br /&gt;
** This phase is pure survival, and lasts 74 seconds.&lt;br /&gt;
** Good luck.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Spirit Scoring Strategy ==&lt;br /&gt;
=== General Overview ===&lt;br /&gt;
'''The biggest factor in earning more spirit is your Stella level. ''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The following [values / objects / behaviors] will change depending on your Stella. &lt;br /&gt;
** Enemy's base Spirit value&lt;br /&gt;
** Milking performance (i.e. increasing enemies’ value with your aura)&lt;br /&gt;
** Unchain bonus (killing MASTER enemies)&lt;br /&gt;
** Amount of needle bullets from enemies (less FINELINE)&lt;br /&gt;
** Amount of destructible bullets spewed from enemies&lt;br /&gt;
** Running Spirits&lt;br /&gt;
** REX-CAVALIER's (S7 Boss) 5th Attack Pattern&lt;br /&gt;
* Even the difference between Stella 9 and Stella A is huge. Always try to keep your Stella at A.&lt;br /&gt;
* Surviving as long as possible and killing each enemy with the most Spirit efficient way is crucial. Figure out the most efficient way to milk Spirits for every enemy you see.&lt;br /&gt;
Routes are mostly thought out by balancing &amp;quot;Survival Consistency&amp;quot; and &amp;quot;Milking&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you choose to survive, you will lose the opportunity to milk.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you choose to milk, you will put yourself more at risk to get hit. Everyone has their own comfortable routes, so figure out your best routes based on this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ways to gain Spirits ===&lt;br /&gt;
''' Immortality Bonuses '''&lt;br /&gt;
* Getting extends after Immortal state (Reaching max lives) gives Spirit bonuses.&lt;br /&gt;
* Starting value is 80, increasing by 40 each time you extend after the first Immortality bonus&lt;br /&gt;
** 80, 120, 160, ...&lt;br /&gt;
&lt;br /&gt;
''' Milking enemies '''&lt;br /&gt;
* Getting close to the enemy and attacking them with your main shot and its aura will raise the enemy's Inner Spirit (Depicted by Blue or Green number).&lt;br /&gt;
* This applies to some destructible parts on large enemies and bosses as well.&lt;br /&gt;
** DEADLIAR is most known for effectively raising Inner Spirits by the aura around him. Minogame is the same too but less efficient.&lt;br /&gt;
** Fossil Maiden can use her Orange Lance to milk more Spirits.&lt;br /&gt;
* You must kill said enemy to gain the milked Spirits.&lt;br /&gt;
* Hitting multiple enemies/boss parts at once will allow the Inner Spirit counter to increase faster.&lt;br /&gt;
''' Grazing the needle bullets (FINELINE) '''&lt;br /&gt;
* The most important and lucrative scoring technique in this game.&lt;br /&gt;
* To get big spirits you need to graze with the suppression radius (or Minogame’s FORBIDDEN SHELL) active; you will lose 80% of your graze spirits without a suppression radius.&lt;br /&gt;
* This makes grazing with ADEPT easier as you can more easily control when the suppression radius is active.&lt;br /&gt;
* Around 10,000 total points can be racked up just by grazing with Stella A.&lt;br /&gt;
* Grazing with lower Stella will decrease the Spirit gain rate from grazing (low Stella also often makes needle bullets shorter).&lt;br /&gt;
** Around 25% of your grazing efficiency is lost if grazing with Stella 9 instead of A – big loss!&lt;br /&gt;
* Using Minogame's charged main weapon (FORBIDDEN SHELL) will increase their grazing radius. Using this attack when grazing will give over 25% more spirits than normal grazing (with suppression radius). Abuse this if you are playing Minogame.&lt;br /&gt;
''' Unchain bonus (UNCHAIN) '''&lt;br /&gt;
* Killing MASTER enemies will give spirits based on the number of “slaves” attached to it when killed.  &lt;br /&gt;
* The amount of Spirits given is exponential based on how many slaves there are.  Even killing one slave can decrease unchain spirits by more than half in some cases, though overall you don’t gain many spirits from unchaining except on RUSTED-DRAGON (S4 boss).&lt;br /&gt;
* Very trivial and easy to achieve in most cases but some enemies are worth much more by killing them without unchaining them.&lt;br /&gt;
** Segment 3 Lead: SEAGULL flocks are an example.&lt;br /&gt;
''' Destroying destructible bullets (NUTCRACK) '''&lt;br /&gt;
* Not much to say. Try to destroy as many as possible with clever use of your weapons.&lt;br /&gt;
* Try not to discharge as it will cancel the bullets without giving you Spirits.&lt;br /&gt;
''' Breakthroughs '''&lt;br /&gt;
* Breakthroughs come when you reach a certain threshold of Spirits or Kills.  The first Breakthrough happens when you reach 5200 Spirits or 2500 Kills (whichever comes first), and the second comes at 6200 Spirits or 5000 Kills (whichever wasn’t the first breakthrough).  If you are playing for Spirit the Spirit breakthrough will almost certainly come first.&lt;br /&gt;
* Spirit Breakthrough is worth 200 + 40 * (current Immortality count)&lt;br /&gt;
* Kill Breakthrough is worth 160 + 40 * (current Immortality count)&lt;br /&gt;
* Getting a breakthrough will reset your NECESSARY value for extends, which equates to faster extends, which means more Immortality bonuses down the line.&lt;br /&gt;
''' &amp;quot;Running Spirits&amp;quot; '''&lt;br /&gt;
* You will earn a certain amount of passive Spirit gain during the stage.&lt;br /&gt;
* Scales with [Current Stella value] and [Current stage Spirit value]. The exact formula is unknown.&lt;br /&gt;
* Does '''not''' apply to bosses or Segment 5 mid-stage.&lt;br /&gt;
''' Stage Clear bonuses '''&lt;br /&gt;
* Gives you around 50 ~ 150 Spirits for most stages.&lt;br /&gt;
** The formula is given on the segment end screen.&lt;br /&gt;
** Based on Stella and the number of times you died during the stage.&lt;br /&gt;
* Clearing the Shrine gives you around 450 [Exact value unknown. Need confirmation]&lt;br /&gt;
* Clearing the TLB (THE UNNAMED 771) will give you around 1000 [Exact value unknown. Need confirmation]&lt;br /&gt;
* Overall, does not give a ton of Spirits but is a nice bonus.&lt;br /&gt;
''' Getting Ingots (Gold crystal items) '''&lt;br /&gt;
* Killing bosses/boss phases and certain cues within stages will cancel all bullets on screen into Ingots.&lt;br /&gt;
** Each worth around 0.2 Spirits&lt;br /&gt;
** Reduces NECESSARY for next life (I think it's around 0.05 ~ 0.1 NECESSARY or about 10-20 Ingots per life chip [Needs confirmation])&lt;br /&gt;
* Sometimes you will want to optimize bullet cancels like in other STGs (cancel when screen is most dense)&lt;br /&gt;
* With Dead Liar and Fossil Maiden, you can use your Mistletoe to collect Ingots and other items.&lt;br /&gt;
''' Attacking indestructible objects '''&lt;br /&gt;
* Single objects worth little, but applying it to many objects will give out quite a value.&lt;br /&gt;
* If any opportunity is present, keep shooting those objects.&lt;br /&gt;
** Segment 2's Ammo milking and Segment 5's wall bumping strategy is based on this.&lt;br /&gt;
''' Spirit Transfer from REX-CAVALIER '''&lt;br /&gt;
* Only on segment 7&lt;br /&gt;
* The final form of his attack will transfer his memory (along with Spirits) to you.&lt;br /&gt;
* Killing him on MEMORY TRANSFER REMAIN = 0 will grant you 345.6 Spirits.&lt;br /&gt;
** Killing him after or before the REMAIN 0 will drastically reduce the bonus.&lt;br /&gt;
* Use the BGM to accurately time it. The female voice with note of C is the perfect timing for it.&lt;br /&gt;
** TIMER 246.5&lt;br /&gt;
''' Destroying THE UNNAMED 771 constantly in the final phase '''&lt;br /&gt;
* Destroying the 771 will give you 7 Spirits each time, and destroying it 7 times will increase it's value by 7.&lt;br /&gt;
* The total Spirits gained from the 771 is represented by the following formula.&lt;br /&gt;
** {Σ[n=1,y] 7 * floor((n/7) + 1)} where y denotes the times you destroyed 771.&lt;br /&gt;
*** For example destroying the 771 for 79 times (Kill value shown as 70) will be around 3073 Spirits.&lt;br /&gt;
&lt;br /&gt;
=== Shrine of Farewell ===&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Shrine of Farewell is often looked at as a &amp;quot;bonus stage&amp;quot; in regular survival play, which serves to give some lives back in the form of crystals and get the player back on their feet. &amp;lt;br&amp;gt;&lt;br /&gt;
However, it is extremely important in scoring, as playing the Shrine perfectly will reward 424 crystals to the player, with each crystal having a value of 1/200 of the player's Spirits before the Shrine, enabling the player to amplify their score by up to 2.12x.&amp;lt;br&amp;gt;&lt;br /&gt;
This requires good Terra management to optimally reach the Shrine after Segment 7.&lt;br /&gt;
&lt;br /&gt;
==== TERRA Tips ====&lt;br /&gt;
Overall, be conscious of having good survival play.&amp;lt;br&amp;gt;&lt;br /&gt;
If you are really having trouble keeping your Terra up, choose to play Segment 1 Behind and 2 Behind, as '''you will not lose TERRA in it.''' &lt;br /&gt;
&lt;br /&gt;
===== Increasing TERRA =====&lt;br /&gt;
* Extending will increase TERRA by around 7.&lt;br /&gt;
* Collecting several TERRA tokens will increase TERRA by 1.&lt;br /&gt;
* Triggering the Segment 5 boss's final form (KAREIDOSCOPE) and destroying the core will increase TERRA by 3 each time (FATE CONTROL).&lt;br /&gt;
&lt;br /&gt;
===== Decreasing TERRA =====&lt;br /&gt;
* Dying during the stable state (Blue star rotating around your character OR no star rotating) will drop your TERRA for around 5-10.&lt;br /&gt;
* Dying consecutively, especially during the unstable state (Red star rotating around your character) will drop your TERRA by a much larger amount (about 20-30).&lt;br /&gt;
* Auto-bombing will reduce your Terra by about 5-7.&lt;br /&gt;
* Dropping life chips off the screen will reduce your TERRA by 1 each.&lt;br /&gt;
* Your Terra will drop by a certain amount after clearing each stage, but it is dependent on your Bootleg Ghost (auto-bomb setting).&lt;br /&gt;
** ADEPT has the smallest drop and SOLIDSTATE has the largest.&lt;br /&gt;
&lt;br /&gt;
==== Advice for the Shrine ====&lt;br /&gt;
* Try not to die or discharge too often in the Shrine of Farewell.&lt;br /&gt;
* Speed kill every single enemy you see.&lt;br /&gt;
** Remember the patterns and when you can damage the enemy efficiently.&lt;br /&gt;
* The calculation for the Crystals is still unknown, but the following is known.&lt;br /&gt;
** Having anything below Stella A will reduce your Crystal gain.&lt;br /&gt;
** Kaname Stones &amp;amp; Boss's 1st and 2nd attacks are worth 18 Crystals maximum.&lt;br /&gt;
** Each boss's 3rd attack is worth 36 Crystals max.&lt;br /&gt;
*** Taking a hit or bombing in the 3rd attack will heavily affect your Crystal gains due to high value potential.&lt;br /&gt;
* Using your discharge will most likely reduce your Stella to below A, so try not to use your discharge.&lt;br /&gt;
* If you are playing Dead Liar or Fossil Maiden, you can deploy your Mistletoe at the bottom of the screen and all the crystals will be magnetized to it, enabling the full 2.12x Spirit multiplier. This makes those two characters more viable for high scores than Minogame or Kagura.&lt;br /&gt;
* You don't need to score/milk in this stage unless you are really really comfortable with it.&lt;br /&gt;
** The two milkable patterns are VIRGINAL ORDER on TEMPERAMENT-NIL (by grazing the needles), and DESPERATE ANNULUS on AL4TH (by bombing and using aura on the red blobs she shoots out to gain spirits and increase her inner spirit value).  These combined give out around 2000 to 2500 spirits at most but costs a lot of precious time.&lt;br /&gt;
&lt;br /&gt;
=== General advice ===&lt;br /&gt;
&lt;br /&gt;
==== Stella Management ====&lt;br /&gt;
Aim to get Stella A as soon as possible when starting each stage and keep that Stella at A.&lt;br /&gt;
* Get green Stella items (they increase your Stella).&lt;br /&gt;
* Getting certain amounts of spirits will replenish some Stella.&lt;br /&gt;
** Getting 1 or 2 Spirits isn't noticeable, but getting 10 or more at once will bump your Stella up a bit.&lt;br /&gt;
* Getting a bunch of LUNA chaff relics will increase Stella.&lt;br /&gt;
** Milking MONOWINGs in Segment 1 gives a lot of these.&lt;br /&gt;
* Going near certain enemies will replenish Stella rapidly.&lt;br /&gt;
** Most bosses and some strong enemies will replenish your Stella.&lt;br /&gt;
* Do not get Purple Stella items, they will reduce your Stella.&lt;br /&gt;
&lt;br /&gt;
==== Surviving ====&lt;br /&gt;
* '''Do not die, especially not consecutively.'''&lt;br /&gt;
** Dying decreases your Stella drastically, though you can regain some of it by collecting the orb items that you drop after dying (One item = 0.75 Stella).&lt;br /&gt;
** After dying or autobombing you will be in an “unstable state” shown by red stars orbiting around your character.  It lasts for about 30 seconds.  Dying while “unstable” will reduce Stella by even more and reduce your Terra by a large amount, so try not to do that. &lt;br /&gt;
* Dying even once between Segments 1-7 will reduce your total gain for Spirit by about 2000 to 3000 from loss of Immortality bonuses and Stella decrease.&lt;br /&gt;
* Use Autobomb settings (SOLIDSTATE) unless you are really good or comfortable at the game.&lt;br /&gt;
** ASPIRANT only autobombs when you have less than 4 lives and when SOL is level 5.&lt;br /&gt;
** SOLIDSTATE will autobomb regardless of your life and has a lower threshold of SOL level 3 which is much more consistent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Advanced/specific advice ===&lt;br /&gt;
&lt;br /&gt;
* Use the Max life 5 setting (DRASTIC way of life)&lt;br /&gt;
** This enables getting 1 more Immortality bonus than using the default setting.&lt;br /&gt;
* Use ADEPT if you have the skills to never get hit &lt;br /&gt;
** ADEPT will increase your grazing radius so you will be able to gather more spirits by grazing&lt;br /&gt;
** ADEPT will give you maximum grazing value regardless of your current Stella value [Need confirmation]&lt;br /&gt;
* Remember unique scoring techniques for every single enemy&lt;br /&gt;
** I will give you some unique examples below&lt;br /&gt;
*** Segment 3 Lead: Destroying the two tips of the arms for the mid-boss like enemy that appears between the two big ships near the end (UNNAMED 428) will increase the value of the rest of the arm joints.&lt;br /&gt;
*** Segment 6 Mid-boss (SLUG LADY): Destroying each option will make her Spirit value increase from 0 to 20, 41, 62, 187 respectively. Destroy every single option she has to gain maximum Spirits (make use of the pink laser!)&lt;br /&gt;
* Score as much as you can. Running Spirits can make a difference.&lt;br /&gt;
** Try delaying the extend to the next stage's beginning to gain more Running Spirits during mid-stage (most noticeable in segments 6 and 8)&lt;br /&gt;
** Going to the next stage will reduce 4 NECESSARY each time.&lt;br /&gt;
&lt;br /&gt;
More content possibly TBA.&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=16603</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=16603"/>
		<updated>2022-08-25T10:08:14Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Stage edit */ Further detail on Alice Master's stage edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = [[Atlus]]&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = [[Tsuneki Ikeda]] (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = [[Junya Inoue]] (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Esprade_Yusuke.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Yusuke Sagami'''&lt;br /&gt;
* Fastest movement, with significant slow while focusing&lt;br /&gt;
* Narrow, linear, high damage shot&lt;br /&gt;
* Can fire normal and Power Shots at the same time, resulting in a unique feel&lt;br /&gt;
* Can angle his Power Shot about 65 degrees to either side&lt;br /&gt;
* Causes less slowdown than the other characters &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_JB5th.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''J-B 5th'''&lt;br /&gt;
* Moderate-fast movement, with significant slow while focusing&lt;br /&gt;
* 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&lt;br /&gt;
* Power Shot can't be manually angled, always goes straight ahead&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_Irori.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Irori Mimasaka'''&lt;br /&gt;
* Moderate-slow movement, with little slow while focusing&lt;br /&gt;
* Wide, linear, low damage shot&lt;br /&gt;
* Can angle her Power Shot about 35 degrees to either side&lt;br /&gt;
&lt;br /&gt;
'''Alice Master'''&lt;br /&gt;
* Exclusive to ''ESP Ra.De. Psi'' and must be unlocked for use&lt;br /&gt;
* Slowest speed out of all four characters&lt;br /&gt;
* Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&lt;br /&gt;
* Power Shot behaves like J-B's, firing straight ahead.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Power.jpg|50px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''P''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_BigPower.jpg|50px]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; ''Big P''&amp;lt;br /&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Score.jpg|50px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Yen Cube''&amp;lt;br /&amp;gt; Increase the player's score by 100 . &amp;lt;br&amp;gt; Enemies will drop score items drop once the player is at max power. Point value is multiplied by the on-screen mulitplier up to the maximum of x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Energy.jpg|50px]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; ''Barrier'' &amp;lt;br /&amp;gt;Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Extend.jpg|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
===Missing===&lt;br /&gt;
----&lt;br /&gt;
Missing is fairly horrible in this game.&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen. She can choose any of the six routes.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. &lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Arachnitank''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Yaksa Armored Ships''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Hoverboard Assault Chopper''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Aerial Bombers''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Armored Trains''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Line-Rider&amp;quot; Security Mecha''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are      fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Main Gate Defense System''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Auarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi'', she is first encountered as the final boss of ''Psi''-based builds of the game, however she can be unlocked as a playable character.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
* [https://youtu.be/1Q8KkRuKUAo Clover-TAC Irori 41.05m]&lt;br /&gt;
* [https://youtu.be/iao-mW3I-v0 rosiakouzichan J-B 5th 39.88m]&lt;br /&gt;
* [https://youtu.be/Ld9ZFT5_rkk mkz Yusuke 35.9m live play with Japanese commentary]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De./Video Index|Video index for ESP Ra.De.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=13637</id>
		<title>DoDonPachi DaiFukkatsu Black Label</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=13637"/>
		<updated>2021-11-29T16:11:27Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Chaining and Scoring */ Explained how bombs can be used to get big stars from bosses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki, Yoshimi Kudo, Noriyuki Kamikura, Azusa Chiba&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda, Shinobu Yagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Jan 20, 2010&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label (DDP DFK BL) is a revamped version of the original [[DoDonPachi DaiFukkatsu]], with new mechanics and a brand new soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label''' features much of the same structure of DaiFukkatsu, but with a few crucial differences, notably, the game only has one loop, and now features a player-controller rank system (known as Red Mode).&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Normal shot&lt;br /&gt;
* '''A (Hold):''' Laser&lt;br /&gt;
* '''B:''' Releases a Bomb (Bomb/Strong Styles) or switches between Normal and Boost shots (Power Style)&lt;br /&gt;
* '''C:''' Auto-fires the standard A shot&lt;br /&gt;
* '''D:''' Activates ''Hyper Counter'', which drastically increases the ship's firepower, cancel bullets with the normal shot, and deflect large enemy lasers with the laser shot&lt;br /&gt;
&lt;br /&gt;
There are 2 selectable control types; Type B swaps the auto-fire and hyper activate buttons from Type A's layout listed above.&lt;br /&gt;
Auto-Bomb can be enabled when selecting a style as well. Auto-Bomb will not allow you to stock Hypers, and thus is not recommended; the rest of this page will assume it is turned off. With Auto-Bomb off, your Bomb and Hyper stocks are shared, and is depleted by one each time either is used.&lt;br /&gt;
New to Black Label is the ability to fire the normal shot and laser at the same time, at the cost of movement speed. (see Rank section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features the same 3 selectable ships and styles from the original [[DoDonPachi DaiFukkatsu]]. Unlike the original, Strong Style is selectable from the start.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 when a bomb item item is picked and the current bomb stock is full) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
Strong Style will start the game with second loop patterns (including suicide bullets).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
The staple Bee item appears in Black Label. It will flash slowly between green and yellow states. Collecting it while it is yellow will cancel all on-screen bullets into score stars. Collecting it while it is green will fill the Hyper gauge slightly without cancelling bullets. Collecting it while it flashes between the two will give both effects, and the score stars dropped will be large instead of small.&lt;br /&gt;
&lt;br /&gt;
There is a hidden extend at the large generator tower in stage 3 after the midboss. The extend will drop unless it is destroyed by a bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank and Hyper Counter ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features a player-controllable rank (known as Red Mode), shown by the meter at the top-right of the screen. There are 4 distinct thresholds of the bar that correspond to various ranks: &lt;br /&gt;
* Level 1: 0%-49%&lt;br /&gt;
* Level 2: 50%-74%&lt;br /&gt;
* Level 3: 75%-99%&lt;br /&gt;
* Level 4: 100%&lt;br /&gt;
&lt;br /&gt;
The Red Mode gauge is increased by shooting the auto-fire shot and laser at the same time. This gauge will rise at double the rate with a Strong ship or a Power ship in Boost mode. The gauge will gradually decrease otherwise (although it can be slowed by using the laser).&lt;br /&gt;
&lt;br /&gt;
The Hyper Counter gauge is located right above the ship stock on the top-left of the screen. When this fills entirely, you will gain one Hyper Counter stock. Your current stock is indicated either by the number of B/H icons at the bottom of the screen (in Bomb/Strong Styles) or a small ''xN'' to the right of the shot style selection (in Power Style).&lt;br /&gt;
Activating a Hyper Counter will drastically power up both the normal shot and laser. The laser can now deflect the large enemy lasers. The normal shot will cancel bullets it hits into score stars. You will gain brief invulnerability while entering and exiting a Hyper, with a timer being displayed around your ship for its duration.&lt;br /&gt;
The length of activated Hypers and the associated invincibility are generally shorter than in [[DoDonPachi DaiFukkatsu]].&lt;br /&gt;
&lt;br /&gt;
When a Hyper ends, the Red Mode gauge will be drained by 50%, ''unless'' it occurs during a boss' '''WARNING!''' screen. Hypers can be manually canceled by tapping the Hyper button again.&lt;br /&gt;
&lt;br /&gt;
Firing a bomb will cause the Red Mode gauge to briefly max out if it is not already.&lt;br /&gt;
&lt;br /&gt;
=== Chaining and Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The current chain value is shown by the amount of ''HIT!''s under the Hyper Counter, and the chain meter is shown to the left of the Hyper gauge.&lt;br /&gt;
You don't gain any ''HIT!''s by cancelling enemy bullets with a Hyper; they are only gained by shooting enemies or cancelling bullets by other means, either by bee items or enemies who cancel their own bullets on death. Many enemies in Black Label will cancel their own bullets if killed by autofire+laser.&lt;br /&gt;
There are 3 ways to break a chain:&lt;br /&gt;
* Using a bomb&lt;br /&gt;
* Dying while a Hyper is active&lt;br /&gt;
* Letting the chain meter empty while a Hyper is active&lt;br /&gt;
Unlike [[DoDonPachi DaiFukkatsu]], dying will not completely deplete the chain value, but it will decrease very quickly until you respawn.&lt;br /&gt;
If Autobomb is on, using a Hyper during an autobomb will ''not'' deplete your chain value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The multiplier system appears to work the same as in [[DoDonPachi DaiFukkatsu]], however, it only takes effect when the Red Mode gauge is flashing red. Based on your current ''HIT!'' count, you will gain a specific multiplier:&lt;br /&gt;
* 0 - 499 ''HIT!''s:  1x&lt;br /&gt;
* 500 - 999 ''HIT!''s:  2x&lt;br /&gt;
* 1000 - 2999 ''HIT!''s:  3x&lt;br /&gt;
* 3000 - 4999 ''HIT!''s:  4x&lt;br /&gt;
* 5000 - 6999 ''HIT!''s:  5x&lt;br /&gt;
* 7000 - 9999 ''HIT!''s:  6x&lt;br /&gt;
* 10000 or more ''HIT!''s:  7x&lt;br /&gt;
This multiplier is applied to the amount of ''HIT!''s gained from killing an enemy and to the score gained from killing an enemy.&lt;br /&gt;
&lt;br /&gt;
Unlike in [[DoDonPachi DaiFukkatsu]], midboss and boss bullets will not drop stars when cancelled. However, shooting bosses with autofire+laser when at high rank will give a large amount of points, especially while at max rank. Destroying bosses with autofire+laser at max rank will also cause them to drop larger stars which are worth even more score; firing a bomb can help if the Red Mode gauge isn't maxed out, since this will max out the gauge and the ''HIT!'' gauge will not empty until the bomb has finished its animation.&lt;br /&gt;
Milking bosses by shooting invincible parts with autofire+laser can give a large amount of points (e.x. blocking your own laser with an enemy laser, the mini robots on the third boss, or the red balls/satellites on the fourth boss), but beware: bosses will fire vicious patterns if milked.&lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
----&lt;br /&gt;
Entering the Ura route (which features the original DoDonPachi bosses as midbosses and takes slightly different stage routes) has extra requirements in Bomb and Strong Styles:&lt;br /&gt;
* Destroy the 3 silos before they are run over by the tanks at the start of stage 1 (the same requirement as in the original DaiFukkatsu)&lt;br /&gt;
* Have the Red Mode gauge at max before encountering the first tank{{unconfirmed}}&lt;br /&gt;
* Collect all 3 bee items, 2 of which must be flashing{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
Power Style will always enter the Ura route in stage 1.&lt;br /&gt;
&lt;br /&gt;
To fight against the various final bosses and true final bosses:&lt;br /&gt;
* Taisabachi (or 'Supreme Weapon of Extreme Hellish Annihilation – Golden Disaster'): Do not use more than 2 bombs in the first 5 stages, and kill at least 2 bosses with a full Red Mode gauge.&lt;br /&gt;
* Hibachi (or 'Supreme Killing Weapon – Hibachi'): Do not die more than once, do not use more than 2 bombs in the first 5 stages. Kill all bosses with a full Red Mode gauge.&lt;br /&gt;
* Zatsuza: Must play Strong Style, fulfill the requirements to fight Hibachi, and defeat Taisabachi without dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video_Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=13636</id>
		<title>DoDonPachi DaiFukkatsu Black Label</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label&amp;diff=13636"/>
		<updated>2021-11-29T16:09:53Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Rank and Hyper Counter */ Explained bomb effect on Red gauge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki, Yoshimi Kudo, Noriyuki Kamikura, Azusa Chiba&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda, Shinobu Yagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Jan 20, 2010&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label (DDP DFK BL) is a revamped version of the original [[DoDonPachi DaiFukkatsu]], with new mechanics and a brand new soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label''' features much of the same structure of DaiFukkatsu, but with a few crucial differences, notably, the game only has one loop, and now features a player-controller rank system (known as Red Mode).&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Normal shot&lt;br /&gt;
* '''A (Hold):''' Laser&lt;br /&gt;
* '''B:''' Releases a Bomb (Bomb/Strong Styles) or switches between Normal and Boost shots (Power Style)&lt;br /&gt;
* '''C:''' Auto-fires the standard A shot&lt;br /&gt;
* '''D:''' Activates ''Hyper Counter'', which drastically increases the ship's firepower, cancel bullets with the normal shot, and deflect large enemy lasers with the laser shot&lt;br /&gt;
&lt;br /&gt;
There are 2 selectable control types; Type B swaps the auto-fire and hyper activate buttons from Type A's layout listed above.&lt;br /&gt;
Auto-Bomb can be enabled when selecting a style as well. Auto-Bomb will not allow you to stock Hypers, and thus is not recommended; the rest of this page will assume it is turned off. With Auto-Bomb off, your Bomb and Hyper stocks are shared, and is depleted by one each time either is used.&lt;br /&gt;
New to Black Label is the ability to fire the normal shot and laser at the same time, at the cost of movement speed. (see Rank section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features the same 3 selectable ships and styles from the original [[DoDonPachi DaiFukkatsu]]. Unlike the original, Strong Style is selectable from the start.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 when a bomb item item is picked and the current bomb stock is full) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
Strong Style will start the game with second loop patterns (including suicide bullets).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
The staple Bee item appears in Black Label. It will flash slowly between green and yellow states. Collecting it while it is yellow will cancel all on-screen bullets into score stars. Collecting it while it is green will fill the Hyper gauge slightly without cancelling bullets. Collecting it while it flashes between the two will give both effects, and the score stars dropped will be large instead of small.&lt;br /&gt;
&lt;br /&gt;
There is a hidden extend at the large generator tower in stage 3 after the midboss. The extend will drop unless it is destroyed by a bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank and Hyper Counter ===&lt;br /&gt;
----&lt;br /&gt;
Black Label features a player-controllable rank (known as Red Mode), shown by the meter at the top-right of the screen. There are 4 distinct thresholds of the bar that correspond to various ranks: &lt;br /&gt;
* Level 1: 0%-49%&lt;br /&gt;
* Level 2: 50%-74%&lt;br /&gt;
* Level 3: 75%-99%&lt;br /&gt;
* Level 4: 100%&lt;br /&gt;
&lt;br /&gt;
The Red Mode gauge is increased by shooting the auto-fire shot and laser at the same time. This gauge will rise at double the rate with a Strong ship or a Power ship in Boost mode. The gauge will gradually decrease otherwise (although it can be slowed by using the laser).&lt;br /&gt;
&lt;br /&gt;
The Hyper Counter gauge is located right above the ship stock on the top-left of the screen. When this fills entirely, you will gain one Hyper Counter stock. Your current stock is indicated either by the number of B/H icons at the bottom of the screen (in Bomb/Strong Styles) or a small ''xN'' to the right of the shot style selection (in Power Style).&lt;br /&gt;
Activating a Hyper Counter will drastically power up both the normal shot and laser. The laser can now deflect the large enemy lasers. The normal shot will cancel bullets it hits into score stars. You will gain brief invulnerability while entering and exiting a Hyper, with a timer being displayed around your ship for its duration.&lt;br /&gt;
The length of activated Hypers and the associated invincibility are generally shorter than in [[DoDonPachi DaiFukkatsu]].&lt;br /&gt;
&lt;br /&gt;
When a Hyper ends, the Red Mode gauge will be drained by 50%, ''unless'' it occurs during a boss' '''WARNING!''' screen. Hypers can be manually canceled by tapping the Hyper button again.&lt;br /&gt;
&lt;br /&gt;
Firing a bomb will cause the Red Mode gauge to briefly max out if it is not already.&lt;br /&gt;
&lt;br /&gt;
=== Chaining and Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The current chain value is shown by the amount of ''HIT!''s under the Hyper Counter, and the chain meter is shown to the left of the Hyper gauge.&lt;br /&gt;
You don't gain any ''HIT!''s by cancelling enemy bullets with a Hyper; they are only gained by shooting enemies or cancelling bullets by other means, either by bee items or enemies who cancel their own bullets on death. Many enemies in Black Label will cancel their own bullets if killed by autofire+laser.&lt;br /&gt;
There are 3 ways to break a chain:&lt;br /&gt;
* Using a bomb&lt;br /&gt;
* Dying while a Hyper is active&lt;br /&gt;
* Letting the chain meter empty while a Hyper is active&lt;br /&gt;
Unlike [[DoDonPachi DaiFukkatsu]], dying will not completely deplete the chain value, but it will decrease very quickly until you respawn.&lt;br /&gt;
If Autobomb is on, using a Hyper during an autobomb will ''not'' deplete your chain value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The multiplier system appears to work the same as in [[DoDonPachi DaiFukkatsu]], however, it only takes effect when the Red Mode gauge is flashing red. Based on your current ''HIT!'' count, you will gain a specific multiplier:&lt;br /&gt;
* 0 - 499 ''HIT!''s:  1x&lt;br /&gt;
* 500 - 999 ''HIT!''s:  2x&lt;br /&gt;
* 1000 - 2999 ''HIT!''s:  3x&lt;br /&gt;
* 3000 - 4999 ''HIT!''s:  4x&lt;br /&gt;
* 5000 - 6999 ''HIT!''s:  5x&lt;br /&gt;
* 7000 - 9999 ''HIT!''s:  6x&lt;br /&gt;
* 10000 or more ''HIT!''s:  7x&lt;br /&gt;
This multiplier is applied to the amount of ''HIT!''s gained from killing an enemy and to the score gained from killing an enemy.&lt;br /&gt;
&lt;br /&gt;
Unlike in [[DoDonPachi DaiFukkatsu]], midboss and boss bullets will not drop stars when cancelled. However, shooting bosses with autofire+laser when at high rank will give a large amount of points, especially while at max rank. Destroying bosses with autofire+laser at max rank will also cause them to drop larger stars which are worth even more score.&lt;br /&gt;
Milking bosses by shooting invincible parts with autofire+laser can give a large amount of points (e.x. blocking your own laser with an enemy laser, the mini robots on the third boss, or the red balls/satellites on the fourth boss), but beware: bosses will fire vicious patterns if milked.&lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
----&lt;br /&gt;
Entering the Ura route (which features the original DoDonPachi bosses as midbosses and takes slightly different stage routes) has extra requirements in Bomb and Strong Styles:&lt;br /&gt;
* Destroy the 3 silos before they are run over by the tanks at the start of stage 1 (the same requirement as in the original DaiFukkatsu)&lt;br /&gt;
* Have the Red Mode gauge at max before encountering the first tank{{unconfirmed}}&lt;br /&gt;
* Collect all 3 bee items, 2 of which must be flashing{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
Power Style will always enter the Ura route in stage 1.&lt;br /&gt;
&lt;br /&gt;
To fight against the various final bosses and true final bosses:&lt;br /&gt;
* Taisabachi (or 'Supreme Weapon of Extreme Hellish Annihilation – Golden Disaster'): Do not use more than 2 bombs in the first 5 stages, and kill at least 2 bosses with a full Red Mode gauge.&lt;br /&gt;
* Hibachi (or 'Supreme Killing Weapon – Hibachi'): Do not die more than once, do not use more than 2 bombs in the first 5 stages. Kill all bosses with a full Red Mode gauge.&lt;br /&gt;
* Zatsuza: Must play Strong Style, fulfill the requirements to fight Hibachi, and defeat Taisabachi without dying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video_Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=13058</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=13058"/>
		<updated>2021-10-05T12:13:20Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = [[Atlus]]&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = [[Tsuneki Ikeda]] (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = [[Junya Inoue]] (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Esprade_Yusuke.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Yusuke Sagami'''&lt;br /&gt;
* Fastest movement, with significant slow while focusing&lt;br /&gt;
* Narrow, linear, high damage shot&lt;br /&gt;
* Can fire normal and Power Shots at the same time, resulting in a unique feel&lt;br /&gt;
* Can angle his Power Shot about 65 degrees to either side&lt;br /&gt;
* Causes less slowdown than the other characters &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_JB5th.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''J-B 5th'''&lt;br /&gt;
* Moderate-fast movement, with significant slow while focusing&lt;br /&gt;
* 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&lt;br /&gt;
* Power Shot can't be manually angled, always goes straight ahead&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_Irori.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Irori Mimasaka'''&lt;br /&gt;
* Moderate-slow movement, with little slow while focusing&lt;br /&gt;
* Wide, linear, low damage shot&lt;br /&gt;
* Can angle her Power Shot about 35 degrees to either side&lt;br /&gt;
&lt;br /&gt;
'''Alice Master'''&lt;br /&gt;
* Exclusive to ''ESP Ra.De. Psi'' and must be unlocked for use&lt;br /&gt;
* Slowest speed out of all four characters&lt;br /&gt;
* Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&lt;br /&gt;
* Power Shot behaves like J-B's, firing straight ahead.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Power.jpg|50px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''P''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_BigPower.jpg|50px]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; ''Big P''&amp;lt;br /&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Score.jpg|50px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Yen Cube''&amp;lt;br /&amp;gt; Increase the player's score by 100 . &amp;lt;br&amp;gt; Enemies will drop score items drop once the player is at max power. Point value is multiplied by the on-screen mulitplier up to the maximum of x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Energy.jpg|50px]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; ''Barrier'' &amp;lt;br /&amp;gt;Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Extend.jpg|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
===Missing===&lt;br /&gt;
----&lt;br /&gt;
Missing is fairly horrible in this game.&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. &lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Arachnitank''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Yaksa Armored Ships''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Hoverboard Assault Chopper''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Aerial Bombers''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Armored Trains''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Line-Rider&amp;quot; Security Mecha''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are      fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Main Gate Defense System''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Auarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi'', she is first encountered as the final boss of ''Psi''-based builds of the game, however she can be unlocked as a playable character.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
* [https://youtu.be/1Q8KkRuKUAo Clover-TAC Irori 41.05m]&lt;br /&gt;
* [https://youtu.be/iao-mW3I-v0 rosiakouzichan J-B 5th 39.88m]&lt;br /&gt;
* [https://youtu.be/Ld9ZFT5_rkk mkz Yusuke 35.9m live play with Japanese commentary]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De./Video Index|Video index for ESP Ra.De.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=13057</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=13057"/>
		<updated>2021-10-05T12:12:42Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = [[Atlus]]&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = [[Tsuneki Ikeda]] (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = [[Junya Inoue]] (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Esprade_Yusuke.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Yusuke Sagami'''&lt;br /&gt;
* Fastest movement, with significant slow while focusing&lt;br /&gt;
* Narrow, linear, high damage shot&lt;br /&gt;
* Can fire normal and Power Shots at the same time, resulting in a unique feel&lt;br /&gt;
* Can angle his Power Shot about 65 degrees to either side&lt;br /&gt;
* Causes less slowdown than the other characters &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_JB5th.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''J-B 5th'''&lt;br /&gt;
* Moderate-fast movement, with significant slow while focusing&lt;br /&gt;
* 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&lt;br /&gt;
* Power Shot can't be manually angled, always goes straight ahead&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_Irori.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Irori Mimasaka'''&lt;br /&gt;
* Moderate-slow movement, with little slow while focusing&lt;br /&gt;
* Wide, linear, low damage shot&lt;br /&gt;
* Can angle her Power Shot about 35 degrees to either side&lt;br /&gt;
&lt;br /&gt;
'''Alice Master'''&lt;br /&gt;
* Exclusive to ''ESP Ra.De. Psi'' and must be unlocked for use&lt;br /&gt;
* Slowest speed out of all four characters&lt;br /&gt;
* Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&lt;br /&gt;
* Power Shot behaves like J-B's, firing straight ahead.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Power.jpg|50px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''P''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_BigPower.jpg|50px]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; ''Big P''&amp;lt;br /&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Score.jpg|50px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Yen Cube''&amp;lt;br /&amp;gt; Increase the player's score by 100 . &amp;lt;br&amp;gt; Enemies will drop score items drop once the player is at max power. Point value is multiplied by the on-screen mulitplier up to the maximum of x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Energy.jpg|50px]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; ''Barrier'' &amp;lt;br /&amp;gt;Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Extend.jpg|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
===Missing===&lt;br /&gt;
----&lt;br /&gt;
Missing is fairly horrible in this game.&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. &lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Arachnitank''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Yaksa Armored Ships''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Hoverboard Assault Chopper''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Aerial Bombers''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Armored Trains''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Line-Rider&amp;quot; Security Mecha''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are      fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Main Gate Defense System''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Auarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
* '''Alice Master''', a 15-year-old girl who views Ms. Garra as a mother figure. Exclusive to ''Psi''.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
* [https://youtu.be/1Q8KkRuKUAo Clover-TAC Irori 41.05m]&lt;br /&gt;
* [https://youtu.be/iao-mW3I-v0 rosiakouzichan J-B 5th 39.88m]&lt;br /&gt;
* [https://youtu.be/Ld9ZFT5_rkk mkz Yusuke 35.9m live play with Japanese commentary]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De./Video Index|Video index for ESP Ra.De.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=13055</id>
		<title>ESP Ra.De.</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=ESP_Ra.De.&amp;diff=13055"/>
		<updated>2021-10-05T12:11:21Z</updated>

		<summary type="html">&lt;p&gt;RinClarity: /* Plot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Esprade_Logo.jpg|frameless|500px|center]] &lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #4b4ac5&lt;br /&gt;
|title = ESP Ra.De.&lt;br /&gt;
|background = white&lt;br /&gt;
|image = ESPRADE_TITLE.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|releasedate = April 1998&lt;br /&gt;
|previousgame = [[DoDonPachi]]&lt;br /&gt;
|nextgame = [[Dangun Feveron]]&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|publisher = [[Atlus]]&lt;br /&gt;
|producer = Kenichi Takano&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = [[Tsuneki Ikeda]] (Chief)&amp;lt;br /&amp;gt;Ryuichi Yabuki&amp;lt;br /&amp;gt;Satoshi Kōyama&lt;br /&gt;
|art = [[Junya Inoue]] (Chief)&amp;lt;br /&amp;gt; Akira Wakabayashi&amp;lt;br /&amp;gt;Atsushi Aburano&amp;lt;br /&amp;gt;Riichiro Nitta&amp;lt;br /&amp;gt;Yūko Nakamura&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De.]] (エスプレイド, Esupureido), also known as ''Esprade'' (pronounced Espraid), is a vertically scrolling [[manic shooter]] arcade game developed by [[CAVE]] and published by Atlus in 1998. It is the first of Cave's manic shooters that is not part of the [[DonPachi]] series. ESP Ra.De. is also the first manic shooter in which the player is a flying person instead of a fighter. Unlike most other shooting games, ESP Ra.De. has a somewhat involved story and setting. &lt;br /&gt;
&lt;br /&gt;
The game received two spin-offs in the form of [[Espgaluda]] and [[Espgaluda II]]. An album with ESP Ra. De. and Guwange tracks was released on February 26, 2008.&lt;br /&gt;
&lt;br /&gt;
An updated version of the game, ''ESP Ra.De. Psi'', was released for Nintendo Switch and PlayStation 4 in 2019, as part of [[M2]]'s ''M2 ShotTriggers'' series. It includes the original arcade version of the game, an updated &amp;quot;Arcade Plus&amp;quot; version of the game, various practice modes, and the option of a remixed soundtrack.&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A: (tap):''' Main shot. Varies by character. Power depends on how many power-ups are collected.&lt;br /&gt;
* '''A button (hold):''' Same as the main shot, only the player's movement speed is slower.&lt;br /&gt;
* '''B button:''' Power Shot. Fires a stream of &amp;quot;bubble&amp;quot; bullets which linger on enemies, dealing significant damage over time. There's a limit on the number of Power bullets that can be on-screen at once; initially this is 7, increasing by 2 with each shot power level, up to 15. Two of the three playable characters can angle the stream by moving after firing.&lt;br /&gt;
* '''C button:''' Barrier. Bomb equivalent. Depletes some of the Barrier gauge, makes the player character invulnerable, converts bullets into items and damages enemies on contact as long as it's active. Holding the C button will cause the Barrier to grow larger and stronger and continue depleting the gauge (it gets stronger faster when consuming bullets). When the C button is released, the player will perform a laser attack proportional in strength to the Barrier.&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Esprade_Yusuke.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Yusuke Sagami'''&lt;br /&gt;
* Fastest movement, with significant slow while focusing&lt;br /&gt;
* Narrow, linear, high damage shot&lt;br /&gt;
* Can fire normal and Power Shots at the same time, resulting in a unique feel&lt;br /&gt;
* Can angle his Power Shot about 65 degrees to either side&lt;br /&gt;
* Causes less slowdown than the other characters &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_JB5th.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''J-B 5th'''&lt;br /&gt;
* Moderate-fast movement, with significant slow while focusing&lt;br /&gt;
* 3-way to 5-way spread shot with low damage per stream, but high shotgun damage&lt;br /&gt;
* Power Shot can't be manually angled, always goes straight ahead&lt;br /&gt;
&lt;br /&gt;
[[File:Esprade_Irori.jpg|125px]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Irori Mimasaka'''&lt;br /&gt;
* Moderate-slow movement, with little slow while focusing&lt;br /&gt;
* Wide, linear, low damage shot&lt;br /&gt;
* Can angle her Power Shot about 35 degrees to either side&lt;br /&gt;
&lt;br /&gt;
'''Alice Master'''&lt;br /&gt;
* Exclusive to ''ESP Ra.De. Psi'' and must be unlocked for use&lt;br /&gt;
* Slowest speed out of all four characters&lt;br /&gt;
* Her shot starts off linear, but gradually fans out to a near-180-degree spread. It will reset back to linear fire after firing Power Shot.&lt;br /&gt;
* Power Shot behaves like J-B's, firing straight ahead.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Power.jpg|50px]]&lt;br /&gt;
| '''Power-Up''' &amp;lt;br&amp;gt; ''P''&amp;lt;br /&amp;gt;Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt; Collect 4, 8, 12, and then 16 of these small power-up items to level up both of your shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_BigPower.jpg|50px]]&lt;br /&gt;
| '''Big Power-Up''' &amp;lt;br&amp;gt; ''Big P''&amp;lt;br /&amp;gt; Increases the strength of the player's main shot and power shot.&amp;lt;br&amp;gt;Collect a big power-up to increase the the level of both of your shots by 1 up to 4 times. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Score.jpg|50px]]&lt;br /&gt;
| '''Score''' &amp;lt;br&amp;gt; ''Yen Cube''&amp;lt;br /&amp;gt; Increase the player's score by 100 . &amp;lt;br&amp;gt; Enemies will drop score items drop once the player is at max power. Point value is multiplied by the on-screen mulitplier up to the maximum of x16.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Energy.jpg|50px]]&lt;br /&gt;
| '''Energy''' &amp;lt;br&amp;gt; ''Barrier'' &amp;lt;br /&amp;gt;Refills the player's barrier guage. &amp;lt;br&amp;gt; Enemies will drop energy items, when the player is at max score items and is below maximum barrier gauge.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Esprade_Extend.jpg|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''1-Up, Life, Heart'' &amp;lt;br&amp;gt;Increases the player's life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
===Missing===&lt;br /&gt;
----&lt;br /&gt;
Missing is fairly horrible in this game.&lt;br /&gt;
* Go to minimum shot power&lt;br /&gt;
* Produce large Power items equal to the number of misses&lt;br /&gt;
* Lose 25% of Score item counter if at maximum, or 33% if not at maximum&lt;br /&gt;
It may be tempting to recovery bomb in order to get back to maximum power quickly, but note that this will inevitably trigger the Energy item mechanic mentioned above, which can damage your scoring even more if activated in the wrong place. As always, not dying is best, especially since there's a significant clear bonus for lives.&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
====Display chain timer====&lt;br /&gt;
Hold the B button before pressing Start after inserting a credit.&lt;br /&gt;
&lt;br /&gt;
====Stage edit====&lt;br /&gt;
Select your character with a specific button to choose the order of the 3 first stages:&lt;br /&gt;
&lt;br /&gt;
Yusuke:&lt;br /&gt;
* A button: Houoh High School, random, random&lt;br /&gt;
* B button: Houoh High School, Shopping Mall At Night, Bay Area (ABC route)&lt;br /&gt;
* C button: Houoh High School, Bay Area, Shopping Mall At Night (ACB route)&lt;br /&gt;
&lt;br /&gt;
J-B 5th:&lt;br /&gt;
* A button: Shopping Mall At Night, random, random&lt;br /&gt;
* B button: Shopping Mall At Night, Bay Area, Houoh High School (BCA route)&lt;br /&gt;
* C button: Shopping Mall At Night, Houoh High School, Bay Area (BAC route)&lt;br /&gt;
&lt;br /&gt;
Irori:&lt;br /&gt;
* A button: Bay Area, random, random&lt;br /&gt;
* B button: Bay Area, Houoh High School, Shopping Mall At Night (CAB route)&lt;br /&gt;
* C button: Bay Area, Shopping Mall At Night, Houoh High School (CBA route)&lt;br /&gt;
&lt;br /&gt;
Alice: Press up or down to change her stage order, which is shown on the screen.&lt;br /&gt;
&lt;br /&gt;
====Irori alternate ending====&lt;br /&gt;
Hold both Start buttons before the ending sequence starts.&lt;br /&gt;
&lt;br /&gt;
====Secret Character: Alice Master====&lt;br /&gt;
In any of the ''Psi'' modes (Arcade Plus, Super Easy, or Custom), complete the game without using any continues. Alice Master will be unlocked as a new playable character in these modes. She remains unplayable in modes based on the original version of the game (Arcade, Arcade Challenge, Arcade Osarai), however.&lt;br /&gt;
&lt;br /&gt;
Alice is unlocked separately in Irori's Room, by completing her first Story segment on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
== Game Modes (''Psi'') ==&lt;br /&gt;
=== Arcade ===&lt;br /&gt;
The original arcade version of the game.&lt;br /&gt;
=== Arcade Challenge ===&lt;br /&gt;
A practice mode where you can practice specific portions of the game, such as specific bosses or sections of each stage, entire stages, or even the game itself. &lt;br /&gt;
&lt;br /&gt;
Getting hit will rewind time 5 seconds and activate Training Mode, where you retry and must survive the next 10 seconds to continue. Depending on the type of segment, you get a varying number of retries under which to complete the segment: 20 for sub-stage segments, 40 for whole-stage segments, and 80 for the entire-game segment. If you get hit with 0 retries left, it is game over.&lt;br /&gt;
&lt;br /&gt;
There are two Training styles you can choose from when selecting a segment. '''Normal Training''' only makes you repeat Training sections once and lets you use your Guard Barrier. '''Sparta Training''' disables use of the Guard Barrier, and upon activating Training, you must complete the Training section 3 times to continue on.&lt;br /&gt;
&lt;br /&gt;
Upon completion of a segment, the player receives one of three different awards based on survival performance (Guard Barrier usage and whether Normal or Sparta Training was used does not matter):&lt;br /&gt;
* '''Gold Award''': No retries (i.e. ''No Miss'')&lt;br /&gt;
* '''Silver Award''': 1 retry&lt;br /&gt;
* '''Bronze Award''': More than 1 retry without getting Game Over&lt;br /&gt;
&lt;br /&gt;
=== Arcade Osarai ===&lt;br /&gt;
Another training mode, this time based around completing parts you have difficulty at. When you get hit in Arcade mode, the exact moment where you got hit is added to Arcade Osarai, and when you select it, you start from 5 seconds before you got hit and try to survive for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
Note that only mistakes in Arcade mode will be used for Arcade Osarai. Mistakes in other modes (Arcade Challenge, Arcade Plus, etc.) will not be added here.&lt;br /&gt;
&lt;br /&gt;
=== Arcade Plus ===&lt;br /&gt;
A remastered version of the game, featuring brand new voiceovers, balancing adjustments, and a new final boss, Alice Master.&lt;br /&gt;
&lt;br /&gt;
To reduce milking, points will be only awarded for using Power Shot if the splashes of your Power Shots apply to 2 or more targets at once. Boss timers are shortened to further discourage milking.&lt;br /&gt;
&lt;br /&gt;
A more difficult version of Alice Master can be unlocked if certain conditions are met. This iteration of Alice has harder patterns and the CAVE-traditional &amp;quot;no suffering damage while the player is invincible&amp;quot; shield.&lt;br /&gt;
=== Super Easy ===&lt;br /&gt;
A beginner version of the game based on Arcade Plus mode.&lt;br /&gt;
=== Custom ===&lt;br /&gt;
A customizable mode where the player can adjust various parameters of the game to suit their tastes.&lt;br /&gt;
=== Irori's Room ===&lt;br /&gt;
(to be filled out)&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Scoring===&lt;br /&gt;
----&lt;br /&gt;
====Basics====&lt;br /&gt;
The basic rule of play is to get as many Power Shot bullets as possible in contact with an enemy before finishing it off with normal shot. This will multiply the score value of the enemy, up to x16 for all 15 Power bullets, and scale the number of items the enemy drops. By finding an efficient route right out the gate of stage 1, you'll be able to get drastically more Power items and reach max shot power quickly, which sets up the next phase of the game. You may also notice that getting a multiplier on an enemy allows you to temporarily chain that multiplier onto other enemies, and that the amount of chain time you have depends on the type of enemy you started from. This is important, but becomes a lot more important later.&lt;br /&gt;
&lt;br /&gt;
====Max shot power mode====&lt;br /&gt;
Once at max shot power, non-zako enemies will start dropping orange Score items instead of Power items. These items are worth 100 points baseline, but they inherit the multiplier of the enemy that dropped them. The scaling of number of items still applies, so by landing an x16 you'll get a ton of 1600 Score items instead of just a couple of 100 Score ones. Note that chaining a multiplier to a different enemy does NOT scale the items dropped by that enemy - not yet at least.&lt;br /&gt;
&lt;br /&gt;
The higher the multiplier of Score items, the faster they drop on the screen, with x16s in particular being extremely fast. You'll have to line up under the enemy before going for the kill to get all of them.&lt;br /&gt;
&lt;br /&gt;
Every Score item picked up is added to a total count that's visible under your lives counter. When this reaches 200, it'll start flashing and the game will change again.&lt;br /&gt;
&lt;br /&gt;
====Max Score item mode====&lt;br /&gt;
Once the Score item total count is maxed out, every enemy you chain a multiplier onto will behave as though you killed it directly with that multiplier. For example, landing and chaining an x16 will result in every single chained enemy dropping its x16 number of Score items which will all be worth x16. This is the basis of scoring. What's more, each Score item picked up adds 3 frames to the chain timer - so as long as you keep grabbing items, chains can be extended drastically even if the only enemies on screen are too fragile to handle a Power Shot.&lt;br /&gt;
&lt;br /&gt;
Max Score item mode has another function. Any time the Score item counter is maxed out and the Barrier gauge is less than full, the item counter will rapidly deplete and enemies will drop Barrier Energy items which will refill the gauge. As soon as the counter reaches 0, Energy items will stop dropping, and the maximum item counter is increased by 100.&lt;br /&gt;
&lt;br /&gt;
For example, you max out the counter at 200, then bomb. The item count drops to 0. You now need to raise the count to 300 to reach maximum again. If you go below maximum Barrier gauge at 300, it'll drop to 0 again and then you'll need 400. There's a game clear bonus for the number of items you have in stock, so bombing in the right places in order to empty, expand and re-fill the counter can result in more points in the long run.&lt;br /&gt;
&lt;br /&gt;
====Bullet cancels====&lt;br /&gt;
Upon destroying an enemy that will drop Score items, any enemy bullets that are very close to the destroyed enemy will be canceled into more Score items and will inherit the current chain multiplier. Therefore destroying enemies immediately after they attack will result in significantly more items. Note that this isn't limited to bullets fired by the enemy being destroyed - it's possible to herd bullets from other enemies into range to get a bigger cancel.&lt;br /&gt;
&lt;br /&gt;
Bosses (and some midbosses) will cancel every bullet on the screen into Score items on death. In this case all of the items will inherit the boss' multiplier. The chain extension gained from picking these items up gets carried over to the following stage, so landing a big multiplier on a boss sets you up for the next stage in addition to its immediate benefits.&lt;br /&gt;
&lt;br /&gt;
====Player 2 Bomb====&lt;br /&gt;
&lt;br /&gt;
While playing in the P2 position, killing enemies with the Barrier bomb (not the Barrier itself) will increase the chain timer. This is typically abused by getting an x16 multiplier on the stage 5.1 boss and then bombing the mob of Alice Clones at the start of 5.2, inflating the timer massively and potentially allowing the x16 chain to be carried over the whole of 5.2. Doing this is worth about 4 million points and makes playing as P2 strictly better than P1 scoring-wise.&lt;br /&gt;
&lt;br /&gt;
====Milking====&lt;br /&gt;
&lt;br /&gt;
The player is awarded large amounts of tick points per frame any Power Shot bullet is in contact with an enemy. These points are more or less constant no matter how much damage you're actually doing. This means that by hitting enemies with only a small part of the Power Shot (preferably the weak front bit), the player can gain a few thousand points per shot while doing very little damage. Combined with the game's long boss timers, when taken to an extreme full-game milking can add up to around 5 million extra points (and 15 minutes to your playtime).&lt;br /&gt;
&lt;br /&gt;
It should be noted that the above is only accurate to the arcade version and not the Arcade+ version seen on the M2 home console port, which has different rules for milking.&lt;br /&gt;
&lt;br /&gt;
====Extends====&lt;br /&gt;
&lt;br /&gt;
By default, there are two score-based extends: One at 4,000,000 points and another at 8,000,000 points. &lt;br /&gt;
&lt;br /&gt;
====Game clear bonus====&lt;br /&gt;
&lt;br /&gt;
*1 million points per remaining life&lt;br /&gt;
*500,000 points per life frame (empty or full)&lt;br /&gt;
*3,000 points * Point item counter&lt;br /&gt;
*1 million points for a full Barrier gauge (scaling down the less full it is)&lt;br /&gt;
&lt;br /&gt;
Extra life frames are gained by being at maximum lives when you get an extend. Once you have them, you won't lose them, so try to get all three extends before your first miss!&lt;br /&gt;
&lt;br /&gt;
===Stages=== &lt;br /&gt;
The game has five (plus one) stages, each one divided by a sub-boss fight and culminating when facing a storyline enemy. Mechanical foes have a single power bar, whereas human/ESPer enemies have various smaller sub-bars, whose number increases according to the player's progression through the game. After the character's predefined stage is completed, the remaining two can be chosen depending on the button pressed when selecting character:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Character &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | A Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | B Button&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | C Button&lt;br /&gt;
|-&lt;br /&gt;
| Yusuke&lt;br /&gt;
| Random&lt;br /&gt;
| A,B,C&lt;br /&gt;
| A,C,B&lt;br /&gt;
|-&lt;br /&gt;
| J-B 5th&lt;br /&gt;
| Random&lt;br /&gt;
| C,B,A&lt;br /&gt;
| C,A,B&lt;br /&gt;
|-&lt;br /&gt;
| Irori &lt;br /&gt;
| Random&lt;br /&gt;
| B,A,C&lt;br /&gt;
| B,C,A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stage A: ''Houoh High School''====&lt;br /&gt;
    Yusuke Sagami's Starting Area&lt;br /&gt;
    &lt;br /&gt;
    Sub-Boss: ''Arachnitank''&lt;br /&gt;
 &lt;br /&gt;
    A mechanical walker tank. Its attacks are mainly unguided, although their intensity increases the later he's fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Satoru Oumi''&lt;br /&gt;
 &lt;br /&gt;
    An ESPer clone, responsible for the Hoōh High School Massacre. Protected by five, weaker clones, he's the first antagonist during Yusuke's storyline. The number of life bars it possesses depends on how early the stage is played, with the bar count increases by 1 for every successive stage (begins with 3 and ends with 5). The boss's difficulty increases for every destroyed life bar. After 4th life bar is destroyed, he creates a doppelganger of himself. If either unit is hit, the life bar is damaged.&lt;br /&gt;
====Stage B: ''Bay Area''====&lt;br /&gt;
    Irori Mimakasa's Starting Area&lt;br /&gt;
 &lt;br /&gt;
    Sub-Boss: ''Yaksa Armored Ships''&lt;br /&gt;
 &lt;br /&gt;
    A couple of heavily armored ships, the latter carrying a large anti-aerial cannon.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Hoverboard Assault Chopper''&lt;br /&gt;
 &lt;br /&gt;
    A large chopper. Two large rotors are responsible for the vehicle's propulsion. Its attacks are unguided but sometimes inescapable, forcing the player to constantly move across the screen.&lt;br /&gt;
====Stage C: ''Shopping Mall at Night''====&lt;br /&gt;
    J-B 5th's Starting Area&lt;br /&gt;
  &lt;br /&gt;
    Sub-Boss: ''Aerial Bombers''&lt;br /&gt;
 &lt;br /&gt;
    A large number of enemies with greater resilience to the player's attacks, but with no peculiarity whatsoever.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Izuna&amp;quot; Assault Tank''&lt;br /&gt;
 &lt;br /&gt;
    A conventional (albeit futuristic) battle tank, which reveals additional gun turrets mounted on the four tracks and a large cannon on the main body once the armor is destroyed. The majority of its attacks are aimed at the player's last position.&lt;br /&gt;
====Stage 4: ''Wangan Subway Line''====&lt;br /&gt;
 Sub-Boss: ''Armored Trains''&lt;br /&gt;
 &lt;br /&gt;
    Two heavily armed trains enter the right portion of the screen, while various enemies walk along the carriages of the train on the left, providing distraction.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''&amp;quot;Line-Rider&amp;quot; Security Mecha''&lt;br /&gt;
 &lt;br /&gt;
    A gigantic mechanized security guard riding the tracks: as damage is dealt, parts of its armor and systems are destroyed, increasing the fierceness of its attacks. Its third form shows two laser cannons hidden within its frame, protecting the main core.&lt;br /&gt;
====Stage 5.1: ''Yaksa Fortress (exterior)''====&lt;br /&gt;
    Sub-Boss: ''Yaksa Tank mk. II''&lt;br /&gt;
  &lt;br /&gt;
    A variation of the standard enemy tank seen during the previous stages: yellow in color, fires a continuous stream aimed at the player, while a second curtain of bullets on the said further limits movement. Two of them are      fought.&lt;br /&gt;
 &lt;br /&gt;
    Boss: ''Main Gate Defense System''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with the Fortress' main gate, where a continuous stream of land vehicles are spawned to attack the character. In addition, snipers line the roof, and two turrets provide additional firepower. The target is the shield projected by two ESPer clones, whose support attacks grow increasingly strong as the life bar is depleted.&lt;br /&gt;
====Stage 5.2: ''Yaksa Fortress (interior)''====&lt;br /&gt;
    Ms. Garra's Private Auarters&lt;br /&gt;
  &lt;br /&gt;
    The early part of the mansion is filled with Alice clones, continuously firing at the player and creating a dynamic curtain of bullets; later on, smaller units and tanks appear.&lt;br /&gt;
 &lt;br /&gt;
    Boss 1: ''Ares' Head''&lt;br /&gt;
 &lt;br /&gt;
    The large head of an Ares statue is psychically torn from the body and revealed to be a complex war machine, with six different weapons. Two different bullet patterns are used at a time, increasing to three after half of the    life bar has been depleted.&lt;br /&gt;
 &lt;br /&gt;
    Boss 2: ''Garra Ono''&lt;br /&gt;
 &lt;br /&gt;
    The player is faced with Ms. Garra herself. After a brief, easier skirmish, she evolves into a winged form, increasing her firepower as damage is dealt, until actually attacking with tightly knit bullet curtains.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
===Plot===&lt;br /&gt;
By 2018, Tokyo has reached its maximum extension, therefore falling prey of common problems such as overpopulation and criminality. For this reason, an artificial island, aptly named Tokyo-2, is created just offshore, thanks to the support of the shady &amp;quot;Yaksa&amp;quot; corporation, led by elusive billionaire Garra Ono, whose ties with the modern incarnation of Yakuza have not been proved. Another source of instability is given by the rising number of humans exhibiting extrasensory perception, the so-called ESPers, who are constantly hunted down by the Japanese Police force.&lt;br /&gt;
&lt;br /&gt;
Unknown to everyone, Garra herself is an extremely powerful ESPer, bent on using her influence over the government and military to replace every living being in the city with clones (disturbingly enough, these ESPers take the form of a 10-year-old girl, named &amp;quot;Alice&amp;quot; and implied to originate from Garra's own DNA). Just as her plans begin to unfold, three children are forced to take action, each one for his or her own personal motives.&lt;br /&gt;
&lt;br /&gt;
The story takes place from December 24th to 25th , during a 24-hour arc: each character has a specific stage which initiates his/her storyline, then culminating with the final encounter. After completing Stage 5 a character's specific ending is shown if only one player is active. If the character is Irori, pressing both Start buttons before the ending scene causes an alternate ending to appear. If two players are active, a group ending is shown.&lt;br /&gt;
&lt;br /&gt;
In ''Psi'', if the stage progress / boss info M2 Gadget is on, the player can see the current in-game date and time. The game starts on December 24, then progresses to December 25 after completing the Shopping Mall stage.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
At the beginning of each stage, a philosophical sentence related to the overall plot is given. The characters have near to the same speed of movement. &lt;br /&gt;
* '''Yusuke Sagami''', a 17-year-old high-school student, portrayed in sporting gear and depicted as member of the volleyball team, whose school (Phoenix College in the Japanese original, translated as Houoh High School in the international release) is suddenly attacked by Yaksa's private military force and a squad of four ESPer clones. One of Yusuke's friends is killed by the squad commander, Satoru Oumi, whose pursuit sets the stage for the entire level. When encountered as a boss, he is seen assuming the form of the boy he killed, thus fueling Yusuke's desire for revenge. His A-attack is a powerful focused forward shot which increases in thickness. His B-shot is 45 degree to 135 degree. He is the only character that can fire the B-shot without interrupting the normal attack.&lt;br /&gt;
* '''J-B 5th''', a 14-year-old psychic assassin, trained since early childhood as part of a secret psychic squad of the Russian government. Fearing the expansion of the Yaksa's influence, he is clandestinely smuggled to Japan with the intent of eliminating every high-profile member of the organisation, up to Garra Ono herself. His code name for the mission is Black Peter Pan, however his success at assassinating a Yaksa general gets both the Japanese Self Defense Force and Yaksa's army on his trail. His A-attack is a 3-way spread shot which increases in thickness, and eventually to a 5-way shot. His B-shot is focused forward and more useful for scoring.&lt;br /&gt;
* '''Irori Mimasaka''', an 11-year-old girl, daughter of a family high ranked against the anti-Yaksa organisation &amp;quot;JUDGE&amp;quot;, possibly a criminal cartel itself. After a failed assassination attempt by Yaksa's mechanized forces at the Tokyo Bay Area, she is compelled to bring their persecution to an end. Her A-attack is a medium-wide forward shot, weaker than Yusuke's; increases somewhat in range and thickness. Her B-shot is 0 degree to 360 degree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
* [https://youtu.be/1Q8KkRuKUAo Clover-TAC Irori 41.05m]&lt;br /&gt;
* [https://youtu.be/iao-mW3I-v0 rosiakouzichan J-B 5th 39.88m]&lt;br /&gt;
* [https://youtu.be/Ld9ZFT5_rkk mkz Yusuke 35.9m live play with Japanese commentary]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ESP Ra.De./Video Index|Video index for ESP Ra.De.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# GD:Esp.Ra.De, https://shmups.system11.org/viewtopic.php?t=279&lt;br /&gt;
# Plasmo, highest scoring replay resource topic https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=60767&lt;br /&gt;
# World of Arcades' ESP Ra.De. Page with information provied by the Sheep, Bernard Doria, Joerg Hofmann, Brian Grissom http://www.world-of-arcades.net/Cave/Esprade/Esprade.htm&lt;br /&gt;
# Main page information provided by [[User:IrateIrem|IrateIrem]]&lt;br /&gt;
# Formatting and additonal information by [[User:NINE|NINE]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RinClarity</name></author>
		
	</entry>
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