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		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=23834</id>
		<title>DoDonPachi DaiOuJou</title>
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		<summary type="html">&lt;p&gt;SMayfield: Added source for this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 7x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 7x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 6x4&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 6x4&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 7x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 7x6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. &amp;lt;!-- This page should have a difference list between WL-&amp;gt;DDP3-&amp;gt;BL, if you have knowledge about this variant, please add it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include: &lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22879</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22879"/>
		<updated>2023-07-16T03:41:20Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 31, 2011 (Comiket 81) / June 7th, 2012 (DLSite)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a hybrid ''danmaku-RPG game'' released on December 31st, 2011 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its earliest demos, in addition to a number of updates. The current version, 1.23 was released in January 2022. The game features 2 characters, each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. The game has six difficulty modes; unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's development has been halted multiple times, with the most recent stoppage from March 2022 - with sales halting on April 14th that year for a week - before development resumed on December 12th, 2022.&lt;br /&gt;
&lt;br /&gt;
== Modes ==&lt;br /&gt;
&lt;br /&gt;
The game has 3 distinct modes of play, which are the following:&lt;br /&gt;
* Story: Leaning into the RPG aspect the heaviest, Story Mode is for a &amp;quot;power trip&amp;quot; style of gameplay; the player is free to use whatever items and custom abilities they have at their disposal. The character's level has a maximum of 50 in this mode, but can be adjusted with the Level Canceller item (see below).&lt;br /&gt;
== Controls ==&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlockable Secrets ==&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty; various things are locked behind countless conditions.&lt;br /&gt;
&lt;br /&gt;
== Type-C Explanation ==&lt;br /&gt;
&lt;br /&gt;
== Type-S Explanation ==&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming ''invincible'' for the attack's entire duration. Afterwards, the Blade gauge will turn red (negative value) and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift - Virtually identical to Kakusei from ''Espgaluda'', this shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Overkilling ===&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counterburst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via linearly increasing the velocity of all bullets spawned (with different rates depending on difficulty). This phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating post-final boss and rank requirements. &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
The game is comprised of 7 areas, of which at least 5 must be played: two out of the first 4, then 5, 6 and 7. &lt;br /&gt;
The game's scoreboard assigns Zones to these areas: Zone A is for areas 1 &amp;amp; 2, B for 3 &amp;amp; 4, C for 5, D for 6, and finally E for 7.&lt;br /&gt;
For the first 4 areas, the route is chosen by the player as follows:&lt;br /&gt;
&lt;br /&gt;
- At the start of the game either area 1 or 2 may be chosen.&lt;br /&gt;
- After every area the player typically advances 2 stages, with some exceptions:&lt;br /&gt;
-- Area 5 onward cannot be skipped.&lt;br /&gt;
-- After area 1, area 4 can be chosen.&lt;br /&gt;
-- After area 2, area 3 can be chosen.&lt;br /&gt;
- If the player qualified for a rank up in the last area (see [[#Rank]]):&lt;br /&gt;
-- The player is allowed to play the next area, regardless of the previous rule.&lt;br /&gt;
-- The rank up is accepted by playing the next area. If there is no other area to choose, the rank up cannot be rejected.&lt;br /&gt;
&lt;br /&gt;
=== List of routes ===&lt;br /&gt;
''(Stages in bold change the route's rank depending on qualification)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Route !! colspan=&amp;quot;2&amp;quot;|Rank&lt;br /&gt;
|-&lt;br /&gt;
! Not qualified !! Qualified&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || rowspan=&amp;quot;4&amp;quot;|0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1-'''4''' || rowspan=&amp;quot;3&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''-3&lt;br /&gt;
|-&lt;br /&gt;
| 2-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-'''4''' || rowspan=&amp;quot;2&amp;quot;|1 || rowspan=&amp;quot;3&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 1-3-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3 || rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 2-3-'''4''' || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3-'''4''' || 4 || 4-EX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Orthogonal to the difficulty selection is rank, a value increased during the run that incrementally increases bullet speed and boss health, adds revenge bullets and gives extra phases to some bosses.&lt;br /&gt;
&lt;br /&gt;
Rank starts at 0 and is increased by meeting a hit (type C) or score (type S) threshold during one of the first 4 areas, which will show &amp;quot;QUALIFIED&amp;quot; at the end of the area and force the next one to be playable, which raises rank when accepted, up to a maximum of 4.&lt;br /&gt;
The maximum rank in the first 4 areas is &amp;quot;Area Number -1&amp;quot;, and the rank up condition changes depending if the player currently is at maximum rank or below maximum rank.&lt;br /&gt;
&lt;br /&gt;
=== Type C conditions ===&lt;br /&gt;
For type C, rank ups are always based on the number of hits taken during the stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;NORMAL&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;PANDEMONIUM&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type S conditions ===&lt;br /&gt;
If the player is at maximum rank, the conditions are based on total score:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If player is not at maximum rank, the condition only depends on the current stage's score and is determined by the current rank, not stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4-EX ===&lt;br /&gt;
If the player takes the 1-2-3-4 route, thus playing all stages, they will be at rank 3 in stage 4. However, not qualifying here will still raise rank to 4 entering stage 5. Instead, qualifying will raise rank to 4-EX, denoted as an orange 4 in the HUD. By exceeding certain stage hit thresholds, this rank can exceptionally be lost, returning to rank 4 for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
During rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected.&lt;br /&gt;
Immediately ''before'' reaching the descent doors in stage 7, the game becomes significantly harder and rank 4-EX becomes permanent if obtained prior.&lt;br /&gt;
&lt;br /&gt;
== Last Bosses ==&lt;br /&gt;
StellaVanity features three different ending bosses: two False Last Bosses (FLBs) and one True Last Boss (TLB), one of which may appear after the regular stage 7 boss, Core Unit, if certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
For all ranks other than 4-EX, the FLBs may be fought depending on difficulty, rank and total hits, with Elm Order (FLB A) having looser requirements than Vier Dummy (FLB B).&lt;br /&gt;
The boss to be faced is locked in at the start of the Core Unit fight, so the player can get hit and even use continues freely after that point, though after Core Unit only 1 continue may be used regardless of how many were previously.&lt;br /&gt;
&lt;br /&gt;
=== Type-C conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-S conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0* !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 2-4 route required to face Elm Order at rank 0&lt;br /&gt;
&lt;br /&gt;
=== TLB ===&lt;br /&gt;
The TLB proper, Vier, is and can only be fought on Rank 4-EX, appearing at any hit count. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
She has resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring. Each &amp;quot;link&amp;quot; in a chain has its own timer, so care must be taken to route as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Shift (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at the top the screen to destroy enemies as they come. Enemies (excluding bosses) defeated in this state explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. This is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullets on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Raidbombing''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are usable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection in areas is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from the ''base stats'' of the selected character, and increases them in steps which are highly variable depending on difficulty &amp;amp; character. &lt;br /&gt;
* Practice Mode, unlike regular attempts, ''allows'' for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
* Certain behaviors of stages cannot be properly replicated, such as suicide bullets from enemies in stage 7.&lt;br /&gt;
** Core Unit (the stage 7 boss &amp;amp; final boss) also cannot be fought by itself; due to an inconsistency, its starting position will always be before the stage's final wave of enemies.&lt;br /&gt;
* Finer control over extraneous resources (Type-C's Advanced Drive, Type-S' Delayed/Ethereal Shift, etc) and even life &amp;amp; bomb counts cannot be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless, inakilbiss &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Price !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || 10 || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || 25000 || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || 40000 || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || 300 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || 600 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || 1200 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || 2500 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || 4500 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || 28000 || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Level Canceller || 120000 || Allows for control of character levels in Story &amp;amp; Rule Mode. Disabled in v1.23&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || 2000 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || 3000 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || 4000 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || 6000 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || 200000 || Unlocks Elm Order practice for Easy, Normal and Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || 300000 || Unlocks Vier Dummy practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || 500000 || Unlocks Vier practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || 30000 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || 25000 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || 40000 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || 300000 || Unlocks Elm Order practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || 450000 || Unlocks Vier Dummy practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || 700000 || Unlocks Vier practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || 80000 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || 150000 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || 400000 || Unlocks Elm Order practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || 600000 || Unlocks Vier Dummy practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || 900000 || Unlocks Vier practice for Pandemonium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B Neutralization Barrier || Lowers enemies resistance to Blade&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-Hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary Crossing Stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || High-Precision Reticle ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Counterfeit Medal ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Substitute Doll ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Performance Tuner ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B Neutralization Barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization Barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Raid Compensator ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Requisition Tag ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Master's Pride ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Raging Spirit ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Dowsing Rod ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Prayer Bracelet ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22878</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22878"/>
		<updated>2023-07-16T03:40:41Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 31, 2011 (Comiket 81) / June 7th, 2012 (DLSite)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a hybrid ''danmaku-RPG game'' released on December 31st, 2011 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its earliest demos, in addition to a number of updates. The current version, 1.23 was released in January 2022. The game features 2 characters, each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. The game has six difficulty modes; unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's development has been halted multiple times, with the most recent stoppage from March 2022 - with sales halting on April 14th that year for a week - before development resumed on December 12th, 2022.&lt;br /&gt;
&lt;br /&gt;
== Modes ==&lt;br /&gt;
&lt;br /&gt;
The game has 3 distinct modes of play, which are the following:&lt;br /&gt;
* Story: Leaning into the RPG aspect the heaviest, Story Mode is for a &amp;quot;power trip&amp;quot; style of gameplay; the player is free to use whatever items and custom abilities they have at their disposal. The character's level has a maximum of 50 in this mode, but can be adjusted with the Level Canceller item (see below).&lt;br /&gt;
* Rule: A balance between a traditional arcade&lt;br /&gt;
== Controls ==&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlockable Secrets ==&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty; various things are locked behind countless conditions.&lt;br /&gt;
&lt;br /&gt;
== Type-C Explanation ==&lt;br /&gt;
&lt;br /&gt;
== Type-S Explanation ==&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming ''invincible'' for the attack's entire duration. Afterwards, the Blade gauge will turn red (negative value) and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift - Virtually identical to Kakusei from ''Espgaluda'', this shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Overkilling ===&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counterburst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via linearly increasing the velocity of all bullets spawned (with different rates depending on difficulty). This phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating post-final boss and rank requirements. &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
The game is comprised of 7 areas, of which at least 5 must be played: two out of the first 4, then 5, 6 and 7. &lt;br /&gt;
The game's scoreboard assigns Zones to these areas: Zone A is for areas 1 &amp;amp; 2, B for 3 &amp;amp; 4, C for 5, D for 6, and finally E for 7.&lt;br /&gt;
For the first 4 areas, the route is chosen by the player as follows:&lt;br /&gt;
&lt;br /&gt;
- At the start of the game either area 1 or 2 may be chosen.&lt;br /&gt;
- After every area the player typically advances 2 stages, with some exceptions:&lt;br /&gt;
-- Area 5 onward cannot be skipped.&lt;br /&gt;
-- After area 1, area 4 can be chosen.&lt;br /&gt;
-- After area 2, area 3 can be chosen.&lt;br /&gt;
- If the player qualified for a rank up in the last area (see [[#Rank]]):&lt;br /&gt;
-- The player is allowed to play the next area, regardless of the previous rule.&lt;br /&gt;
-- The rank up is accepted by playing the next area. If there is no other area to choose, the rank up cannot be rejected.&lt;br /&gt;
&lt;br /&gt;
=== List of routes ===&lt;br /&gt;
''(Stages in bold change the route's rank depending on qualification)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Route !! colspan=&amp;quot;2&amp;quot;|Rank&lt;br /&gt;
|-&lt;br /&gt;
! Not qualified !! Qualified&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || rowspan=&amp;quot;4&amp;quot;|0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1-'''4''' || rowspan=&amp;quot;3&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''-3&lt;br /&gt;
|-&lt;br /&gt;
| 2-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-'''4''' || rowspan=&amp;quot;2&amp;quot;|1 || rowspan=&amp;quot;3&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 1-3-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3 || rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 2-3-'''4''' || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3-'''4''' || 4 || 4-EX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Orthogonal to the difficulty selection is rank, a value increased during the run that incrementally increases bullet speed and boss health, adds revenge bullets and gives extra phases to some bosses.&lt;br /&gt;
&lt;br /&gt;
Rank starts at 0 and is increased by meeting a hit (type C) or score (type S) threshold during one of the first 4 areas, which will show &amp;quot;QUALIFIED&amp;quot; at the end of the area and force the next one to be playable, which raises rank when accepted, up to a maximum of 4.&lt;br /&gt;
The maximum rank in the first 4 areas is &amp;quot;Area Number -1&amp;quot;, and the rank up condition changes depending if the player currently is at maximum rank or below maximum rank.&lt;br /&gt;
&lt;br /&gt;
=== Type C conditions ===&lt;br /&gt;
For type C, rank ups are always based on the number of hits taken during the stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;NORMAL&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;PANDEMONIUM&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type S conditions ===&lt;br /&gt;
If the player is at maximum rank, the conditions are based on total score:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If player is not at maximum rank, the condition only depends on the current stage's score and is determined by the current rank, not stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4-EX ===&lt;br /&gt;
If the player takes the 1-2-3-4 route, thus playing all stages, they will be at rank 3 in stage 4. However, not qualifying here will still raise rank to 4 entering stage 5. Instead, qualifying will raise rank to 4-EX, denoted as an orange 4 in the HUD. By exceeding certain stage hit thresholds, this rank can exceptionally be lost, returning to rank 4 for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
During rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected.&lt;br /&gt;
Immediately ''before'' reaching the descent doors in stage 7, the game becomes significantly harder and rank 4-EX becomes permanent if obtained prior.&lt;br /&gt;
&lt;br /&gt;
== Last Bosses ==&lt;br /&gt;
StellaVanity features three different ending bosses: two False Last Bosses (FLBs) and one True Last Boss (TLB), one of which may appear after the regular stage 7 boss, Core Unit, if certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
For all ranks other than 4-EX, the FLBs may be fought depending on difficulty, rank and total hits, with Elm Order (FLB A) having looser requirements than Vier Dummy (FLB B).&lt;br /&gt;
The boss to be faced is locked in at the start of the Core Unit fight, so the player can get hit and even use continues freely after that point, though after Core Unit only 1 continue may be used regardless of how many were previously.&lt;br /&gt;
&lt;br /&gt;
=== Type-C conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-S conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0* !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 2-4 route required to face Elm Order at rank 0&lt;br /&gt;
&lt;br /&gt;
=== TLB ===&lt;br /&gt;
The TLB proper, Vier, is and can only be fought on Rank 4-EX, appearing at any hit count. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
She has resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring. Each &amp;quot;link&amp;quot; in a chain has its own timer, so care must be taken to route as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Shift (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at the top the screen to destroy enemies as they come. Enemies (excluding bosses) defeated in this state explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. This is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullets on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Raidbombing''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are usable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection in areas is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from the ''base stats'' of the selected character, and increases them in steps which are highly variable depending on difficulty &amp;amp; character. &lt;br /&gt;
* Practice Mode, unlike regular attempts, ''allows'' for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
* Certain behaviors of stages cannot be properly replicated, such as suicide bullets from enemies in stage 7.&lt;br /&gt;
** Core Unit (the stage 7 boss &amp;amp; final boss) also cannot be fought by itself; due to an inconsistency, its starting position will always be before the stage's final wave of enemies.&lt;br /&gt;
* Finer control over extraneous resources (Type-C's Advanced Drive, Type-S' Delayed/Ethereal Shift, etc) and even life &amp;amp; bomb counts cannot be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless, inakilbiss &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Price !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || 10 || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || 25000 || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || 40000 || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || 300 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || 600 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || 1200 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || 2500 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || 4500 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || 28000 || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Level Canceller || 120000 || Allows for control of character levels in Story &amp;amp; Rule Mode. Disabled in v1.23&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || 2000 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || 3000 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || 4000 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || 6000 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || 200000 || Unlocks Elm Order practice for Easy, Normal and Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || 300000 || Unlocks Vier Dummy practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || 500000 || Unlocks Vier practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || 30000 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || 25000 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || 40000 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || 300000 || Unlocks Elm Order practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || 450000 || Unlocks Vier Dummy practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || 700000 || Unlocks Vier practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || 80000 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || 150000 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || 400000 || Unlocks Elm Order practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || 600000 || Unlocks Vier Dummy practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || 900000 || Unlocks Vier practice for Pandemonium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B Neutralization Barrier || Lowers enemies resistance to Blade&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-Hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary Crossing Stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || High-Precision Reticle ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Counterfeit Medal ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Substitute Doll ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Performance Tuner ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B Neutralization Barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization Barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Raid Compensator ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Requisition Tag ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Master's Pride ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Raging Spirit ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Dowsing Rod ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Prayer Bracelet ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22876</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22876"/>
		<updated>2023-07-16T01:16:51Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|All work by = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 31, 2011 (Comiket 81) / June 7th, 2012 (DLSite)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a hybrid ''danmaku-RPG game'' released on December 31st, 2011 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its earliest demos, in addition to a number of updates. The current version, 1.23 was released in January 2022. The game features 2 characters, each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. The game has six difficulty modes; unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's development has been halted multiple times, with the most recent stoppage from March 2022 - with sales halting on April 14th that year for a week - before development resumed on December 12th, 2022.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlockable Secrets ==&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty; various things are locked behind countless conditions.&lt;br /&gt;
&lt;br /&gt;
== Type-C Explanation ==&lt;br /&gt;
&lt;br /&gt;
== Type-S Explanation ==&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming ''invincible'' for the attack's entire duration. Afterwards, the Blade gauge will turn red (negative value) and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift - Virtually identical to Kakusei from ''Espgaluda'', this shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Overkilling ===&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counterburst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via linearly increasing the velocity of all bullets spawned (with different rates depending on difficulty). This phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating post-final boss and rank requirements. &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
The game is comprised of 7 areas, of which at least 5 must be played: two out of the first 4, then 5, 6 and 7. &lt;br /&gt;
The game's scoreboard assigns Zones to these areas: Zone A is for areas 1 &amp;amp; 2, B for 3 &amp;amp; 4, C for 5, D for 6, and finally E for 7.&lt;br /&gt;
For the first 4 areas, the route is chosen by the player as follows:&lt;br /&gt;
&lt;br /&gt;
- At the start of the game either area 1 or 2 may be chosen.&lt;br /&gt;
- After every area the player typically advances 2 stages, with some exceptions:&lt;br /&gt;
-- Area 5 onward cannot be skipped.&lt;br /&gt;
-- After area 1, area 4 can be chosen.&lt;br /&gt;
-- After area 2, area 3 can be chosen.&lt;br /&gt;
- If the player qualified for a rank up in the last area (see [[#Rank]]):&lt;br /&gt;
-- The player is allowed to play the next area, regardless of the previous rule.&lt;br /&gt;
-- The rank up is accepted by playing the next area. If there is no other area to choose, the rank up cannot be rejected.&lt;br /&gt;
&lt;br /&gt;
=== List of routes ===&lt;br /&gt;
''(Stages in bold change the route's rank depending on qualification)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Route !! colspan=&amp;quot;2&amp;quot;|Rank&lt;br /&gt;
|-&lt;br /&gt;
! Not qualified !! Qualified&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || rowspan=&amp;quot;4&amp;quot;|0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1-'''4''' || rowspan=&amp;quot;3&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''-3&lt;br /&gt;
|-&lt;br /&gt;
| 2-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-'''4''' || rowspan=&amp;quot;2&amp;quot;|1 || rowspan=&amp;quot;3&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 1-3-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3 || rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 2-3-'''4''' || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3-'''4''' || 4 || 4-EX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Orthogonal to the difficulty selection is rank, a value increased during the run that incrementally increases bullet speed and boss health, adds revenge bullets and gives extra phases to some bosses.&lt;br /&gt;
&lt;br /&gt;
Rank starts at 0 and is increased by meeting a hit (type C) or score (type S) threshold during one of the first 4 areas, which will show &amp;quot;QUALIFIED&amp;quot; at the end of the area and force the next one to be playable, which raises rank when accepted, up to a maximum of 4.&lt;br /&gt;
The maximum rank in the first 4 areas is &amp;quot;Area Number -1&amp;quot;, and the rank up condition changes depending if the player currently is at maximum rank or below maximum rank.&lt;br /&gt;
&lt;br /&gt;
=== Type C conditions ===&lt;br /&gt;
For type C, rank ups are always based on the number of hits taken during the stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;NORMAL&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;PANDEMONIUM&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type S conditions ===&lt;br /&gt;
If the player is at maximum rank, the conditions are based on total score:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If player is not at maximum rank, the condition only depends on the current stage's score and is determined by the current rank, not stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4-EX ===&lt;br /&gt;
If the player takes the 1-2-3-4 route, thus playing all stages, they will be at rank 3 in stage 4. However, not qualifying here will still raise rank to 4 entering stage 5. Instead, qualifying will raise rank to 4-EX, denoted as an orange 4 in the HUD. By exceeding certain stage hit thresholds, this rank can exceptionally be lost, returning to rank 4 for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
During rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected.&lt;br /&gt;
Immediately ''before'' reaching the descent doors in stage 7, the game becomes significantly harder and rank 4-EX becomes permanent if obtained prior.&lt;br /&gt;
&lt;br /&gt;
== Last Bosses ==&lt;br /&gt;
StellaVanity features three different ending bosses: two False Last Bosses (FLBs) and one True Last Boss (TLB), one of which may appear after the regular stage 7 boss, Core Unit, if certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
For all ranks other than 4-EX, the FLBs may be fought depending on difficulty, rank and total hits, with Elm Order (FLB A) having looser requirements than Vier Dummy (FLB B).&lt;br /&gt;
The boss to be faced is locked in at the start of the Core Unit fight, so the player can get hit and even use continues freely after that point, though after Core Unit only 1 continue may be used regardless of how many were previously.&lt;br /&gt;
&lt;br /&gt;
=== Type-C conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-S conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0* !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 2-4 route required to face Elm Order at rank 0&lt;br /&gt;
&lt;br /&gt;
=== TLB ===&lt;br /&gt;
The TLB proper, Vier, is and can only be fought on Rank 4-EX, appearing at any hit count. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
She has resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring. Each &amp;quot;link&amp;quot; in a chain has its own timer, so care must be taken to route as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Shift (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at the top the screen to destroy enemies as they come. Enemies (excluding bosses) defeated in this state explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. This is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullets on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Raidbombing''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are usable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection in areas is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from the ''base stats'' of the selected character, and increases them in steps which are highly variable depending on difficulty &amp;amp; character. &lt;br /&gt;
* Practice Mode, unlike regular attempts, ''allows'' for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
* Certain behaviors of stages cannot be properly replicated, such as suicide bullets from enemies in stage 7.&lt;br /&gt;
** Core Unit (the stage 7 boss &amp;amp; final boss) also cannot be fought by itself; due to an inconsistency, its starting position will always be before the stage's final wave of enemies.&lt;br /&gt;
* Finer control over extraneous resources (Type-C's Advanced Drive, Type-S' Delayed/Ethereal Shift, etc) and even life &amp;amp; bomb counts cannot be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless, inakilbiss &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Price !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || 10 || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || 25000 || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || 40000 || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || 300 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || 600 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || 1200 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || 2500 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || 4500 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || 28000 || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Level Canceller || 120000 || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || 2000 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || 3000 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || 4000 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || 6000 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || 200000 || Unlocks Elm Order practice for Easy, Normal and Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || 300000 || Unlocks Vier Dummy practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || 500000 || Unlocks Vier practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || 30000 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || 25000 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || 40000 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || 300000 || Unlocks Elm Order practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || 450000 || Unlocks Vier Dummy practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || 700000 || Unlocks Vier practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || 80000 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || 150000 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || 400000 || Unlocks Elm Order practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || 600000 || Unlocks Vier Dummy practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || 900000 || Unlocks Vier practice for Pandemonium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B Neutralization Barrier || Lowers enemies resistance to Blade&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-Hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary Crossing Stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || High-Precision Reticle ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Counterfeit Medal ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Substitute Doll ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Performance Tuner ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B Neutralization Barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization Barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Raid Compensator ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Requisition Tag ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Master's Pride ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Raging Spirit ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Dowsing Rod ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Prayer Bracelet ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22875</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22875"/>
		<updated>2023-07-16T01:16:27Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|All work by = TRIS-GRAM&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 31, 2011 (Comiket 81) / June 7th, 2012 (DLSite)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a hybrid ''danmaku-RPG game'' released on December 31st, 2011 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its earliest demos. in addition to a number of updates. The current version, 1.23 was released in January 2022. The game features 2 characters, each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. The game has six difficulty modes; unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's development has been halted multiple times, with the most recent stoppage from March 2022 - with sales halting on April 14th that year for a week - before development resumed on December 12th, 2022.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlockable Secrets ==&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty; various things are locked behind countless conditions.&lt;br /&gt;
&lt;br /&gt;
== Type-C Explanation ==&lt;br /&gt;
&lt;br /&gt;
== Type-S Explanation ==&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming ''invincible'' for the attack's entire duration. Afterwards, the Blade gauge will turn red (negative value) and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift - Virtually identical to Kakusei from ''Espgaluda'', this shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Overkilling ===&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counterburst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via linearly increasing the velocity of all bullets spawned (with different rates depending on difficulty). This phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating post-final boss and rank requirements. &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
The game is comprised of 7 areas, of which at least 5 must be played: two out of the first 4, then 5, 6 and 7. &lt;br /&gt;
The game's scoreboard assigns Zones to these areas: Zone A is for areas 1 &amp;amp; 2, B for 3 &amp;amp; 4, C for 5, D for 6, and finally E for 7.&lt;br /&gt;
For the first 4 areas, the route is chosen by the player as follows:&lt;br /&gt;
&lt;br /&gt;
- At the start of the game either area 1 or 2 may be chosen.&lt;br /&gt;
- After every area the player typically advances 2 stages, with some exceptions:&lt;br /&gt;
-- Area 5 onward cannot be skipped.&lt;br /&gt;
-- After area 1, area 4 can be chosen.&lt;br /&gt;
-- After area 2, area 3 can be chosen.&lt;br /&gt;
- If the player qualified for a rank up in the last area (see [[#Rank]]):&lt;br /&gt;
-- The player is allowed to play the next area, regardless of the previous rule.&lt;br /&gt;
-- The rank up is accepted by playing the next area. If there is no other area to choose, the rank up cannot be rejected.&lt;br /&gt;
&lt;br /&gt;
=== List of routes ===&lt;br /&gt;
''(Stages in bold change the route's rank depending on qualification)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Route !! colspan=&amp;quot;2&amp;quot;|Rank&lt;br /&gt;
|-&lt;br /&gt;
! Not qualified !! Qualified&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || rowspan=&amp;quot;4&amp;quot;|0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1-'''4''' || rowspan=&amp;quot;3&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''-3&lt;br /&gt;
|-&lt;br /&gt;
| 2-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-'''4''' || rowspan=&amp;quot;2&amp;quot;|1 || rowspan=&amp;quot;3&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 1-3-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3 || rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 2-3-'''4''' || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3-'''4''' || 4 || 4-EX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Orthogonal to the difficulty selection is rank, a value increased during the run that incrementally increases bullet speed and boss health, adds revenge bullets and gives extra phases to some bosses.&lt;br /&gt;
&lt;br /&gt;
Rank starts at 0 and is increased by meeting a hit (type C) or score (type S) threshold during one of the first 4 areas, which will show &amp;quot;QUALIFIED&amp;quot; at the end of the area and force the next one to be playable, which raises rank when accepted, up to a maximum of 4.&lt;br /&gt;
The maximum rank in the first 4 areas is &amp;quot;Area Number -1&amp;quot;, and the rank up condition changes depending if the player currently is at maximum rank or below maximum rank.&lt;br /&gt;
&lt;br /&gt;
=== Type C conditions ===&lt;br /&gt;
For type C, rank ups are always based on the number of hits taken during the stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;NORMAL&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;PANDEMONIUM&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type S conditions ===&lt;br /&gt;
If the player is at maximum rank, the conditions are based on total score:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If player is not at maximum rank, the condition only depends on the current stage's score and is determined by the current rank, not stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4-EX ===&lt;br /&gt;
If the player takes the 1-2-3-4 route, thus playing all stages, they will be at rank 3 in stage 4. However, not qualifying here will still raise rank to 4 entering stage 5. Instead, qualifying will raise rank to 4-EX, denoted as an orange 4 in the HUD. By exceeding certain stage hit thresholds, this rank can exceptionally be lost, returning to rank 4 for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
During rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected.&lt;br /&gt;
Immediately ''before'' reaching the descent doors in stage 7, the game becomes significantly harder and rank 4-EX becomes permanent if obtained prior.&lt;br /&gt;
&lt;br /&gt;
== Last Bosses ==&lt;br /&gt;
StellaVanity features three different ending bosses: two False Last Bosses (FLBs) and one True Last Boss (TLB), one of which may appear after the regular stage 7 boss, Core Unit, if certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
For all ranks other than 4-EX, the FLBs may be fought depending on difficulty, rank and total hits, with Elm Order (FLB A) having looser requirements than Vier Dummy (FLB B).&lt;br /&gt;
The boss to be faced is locked in at the start of the Core Unit fight, so the player can get hit and even use continues freely after that point, though after Core Unit only 1 continue may be used regardless of how many were previously.&lt;br /&gt;
&lt;br /&gt;
=== Type-C conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-S conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0* !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 2-4 route required to face Elm Order at rank 0&lt;br /&gt;
&lt;br /&gt;
=== TLB ===&lt;br /&gt;
The TLB proper, Vier, is and can only be fought on Rank 4-EX, appearing at any hit count. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
She has resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring. Each &amp;quot;link&amp;quot; in a chain has its own timer, so care must be taken to route as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Shift (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at the top the screen to destroy enemies as they come. Enemies (excluding bosses) defeated in this state explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. This is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullets on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Raidbombing''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are usable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection in areas is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from the ''base stats'' of the selected character, and increases them in steps which are highly variable depending on difficulty &amp;amp; character. &lt;br /&gt;
* Practice Mode, unlike regular attempts, ''allows'' for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
* Certain behaviors of stages cannot be properly replicated, such as suicide bullets from enemies in stage 7.&lt;br /&gt;
** Core Unit (the stage 7 boss &amp;amp; final boss) also cannot be fought by itself; due to an inconsistency, its starting position will always be before the stage's final wave of enemies.&lt;br /&gt;
* Finer control over extraneous resources (Type-C's Advanced Drive, Type-S' Delayed/Ethereal Shift, etc) and even life &amp;amp; bomb counts cannot be unlocked.&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless, inakilbiss &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Price !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || 10 || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || 25000 || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || 40000 || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || 300 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || 600 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || 1200 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || 2500 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || 4500 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || 28000 || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Level Canceller || 120000 || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || 2000 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || 3000 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || 4000 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || 6000 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || 200000 || Unlocks Elm Order practice for Easy, Normal and Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || 300000 || Unlocks Vier Dummy practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || 500000 || Unlocks Vier practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || 30000 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || 25000 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || 40000 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || 300000 || Unlocks Elm Order practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || 450000 || Unlocks Vier Dummy practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || 700000 || Unlocks Vier practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || 80000 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || 150000 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || 400000 || Unlocks Elm Order practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || 600000 || Unlocks Vier Dummy practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || 900000 || Unlocks Vier practice for Pandemonium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B Neutralization Barrier || Lowers enemies resistance to Blade&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-Hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary Crossing Stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || High-Precision Reticle ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Counterfeit Medal ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Substitute Doll ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Performance Tuner ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B Neutralization Barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization Barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Raid Compensator ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Requisition Tag ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Master's Pride ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Raging Spirit ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Dowsing Rod ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Prayer Bracelet ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22820</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=22820"/>
		<updated>2023-07-09T01:52:36Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Capitalizations, few gameplay details, and item names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released on December 31st, 2011 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters, each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development was temporarily halted in March 2022 - with sales halting on April 14th for a week - before resuming in December 2022.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unlockable Secrets ==&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Type-S Explanation ==&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Overkilling ===&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
The game is comprised of 7 areas, of which at least 5 must be played: two out of the first 4, then 5, 6 and 7. For the first 4 areas, the route is chosen by the player as follows:&lt;br /&gt;
&lt;br /&gt;
- At the start of the game either area 1 or 2 may be chosen.&lt;br /&gt;
- After every area the player typically advances 2 stages, with some exceptions:&lt;br /&gt;
-- Area 5 onward cannot be skipped.&lt;br /&gt;
-- After area 1, area 4 can be chosen.&lt;br /&gt;
-- After area 2, area 3 can be chosen.&lt;br /&gt;
- If the player qualified for a rank up in the last area (see [[#Rank]]):&lt;br /&gt;
-- The player is allowed to play the next area, regardless of the previous rule.&lt;br /&gt;
-- The rank up is accepted by playing the next area. If there is no other area to choose, the rank up cannot be rejected.&lt;br /&gt;
&lt;br /&gt;
=== List of routes ===&lt;br /&gt;
''(Stages in bold change the route's rank depending on qualification)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Route !! colspan=&amp;quot;2&amp;quot;|Rank&lt;br /&gt;
|-&lt;br /&gt;
! Not qualified !! Qualified&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || rowspan=&amp;quot;4&amp;quot;|0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1-'''4''' || rowspan=&amp;quot;3&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''-3&lt;br /&gt;
|-&lt;br /&gt;
| 2-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-'''4''' || rowspan=&amp;quot;2&amp;quot;|1 || rowspan=&amp;quot;3&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 1-3-'''4'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3 || rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
| 2-3-'''4''' || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2-3-'''4''' || 4 || 4-EX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Orthogonal to the difficulty selection is rank, a value increased during the run that incrementally increases bullet speed and boss health, adds revenge bullets and gives extra phases to some bosses.&lt;br /&gt;
&lt;br /&gt;
Rank starts at 0 and is increased by meeting a hit (type C) or score (type S) threshold during one of the first 4 areas, which will show &amp;quot;QUALIFIED&amp;quot; at the end of the area and force the next one to be playable, which raises rank when accepted, up to a maximum of 4.&lt;br /&gt;
The maximum rank in the first 4 areas is &amp;quot;Area Number -1&amp;quot;, and the rank up condition changes depending if the player currently is at maximum rank or below maximum rank.&lt;br /&gt;
&lt;br /&gt;
=== Type C conditions ===&lt;br /&gt;
For type C, rank ups are always based on the number of hits taken during the stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;NORMAL&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;PANDEMONIUM&lt;br /&gt;
| Below max rank || rowspan=&amp;quot;2&amp;quot;|Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type S conditions ===&lt;br /&gt;
If the player is at maximum rank, the conditions are based on total score:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If player is not at maximum rank, the condition only depends on the current stage's score and is determined by the current rank, not stage:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4-EX ===&lt;br /&gt;
If the player takes the 1-2-3-4 route, thus playing all stages, they will be at rank 3 in stage 4. However, not qualifying here will still raise rank to 4 entering stage 5. Instead, qualifying will raise rank to 4-EX, denoted as an orange 4 in the HUD. By exceeding certain stage hit thresholds, this rank can exceptionally be lost, returning to rank 4 for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
During rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected.&lt;br /&gt;
&lt;br /&gt;
Immediately before the descent doors open in stage 7, the game becomes significantly harder and rank 4-EX becomes permanent.&lt;br /&gt;
&lt;br /&gt;
== Last Bosses ==&lt;br /&gt;
StellaVanity features three different ending bosses: two False Last Bosses (FLBs) and one True Last Boss (TLB), one of which may appear after the regular stage 7 boss, Core Unit, if certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
For all ranks other than 4-EX, the FLBs may be fought depending on difficulty, rank and total hits, with Elm Order (FLB A) having looser requirements than Vier Dummy (FLB B).&lt;br /&gt;
The boss is locked in at the start of the Core Unit fight, so the player can get hit and even use continues freely after that point, though after Core Unit only 1 continue may be used.&lt;br /&gt;
&lt;br /&gt;
=== Type-C conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Type-S conditions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0* !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; 2-4 route required to face Elm Order at rank 0&lt;br /&gt;
&lt;br /&gt;
=== TLB ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX, appearing at any hit count. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
She has resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&lt;br /&gt;
&lt;br /&gt;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are selectable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection in areas is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from the base stats of the selected character, and increases them in steps which are highly variable depending on difficulty &amp;amp; character. &lt;br /&gt;
* Practice Mode, unlike regular attempts, allows for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Price !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || 10 || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || 25000 || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || 40000 || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || 300 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || 600 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || 1200 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || 2500 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || 4500 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || 28000 || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Level Canceller || 120000 || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || 2000 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || 3000 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || 4000 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || 6000 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || 5000 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || 8000 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || 200000 || Unlocks Elm Order practice for Easy, Normal and Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || 300000 || Unlocks Vier Dummy practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || 500000 || Unlocks Vier practice for Easy, Normal and Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || 10000 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || 30000 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || 15000 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || 25000 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || 40000 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || 300000 || Unlocks Elm Order practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || 450000 || Unlocks Vier Dummy practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || 700000 || Unlocks Vier practice for Hard and Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || 50000 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || 80000 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || 150000 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || 400000 || Unlocks Elm Order practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || 600000 || Unlocks Vier Dummy practice for Pandemonium.&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || 900000 || Unlocks Vier practice for Pandemonium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B Neutralization Barrier || Lowers enemies resistance to Blade&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-Hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary Crossing Stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Gold Ring of Luck || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Battle Technique Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-Performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || High-Precision Reticle ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Counterfeit Medal ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Substitute Doll ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Performance Tuner ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A Neutralization Barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B Neutralization Barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization Barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of Secret Skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Raid Compensator ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Requisition Tag ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Master's Pride ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Raging Spirit ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Dowsing Rod ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Prayer Bracelet ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gundemonium/Video_Index&amp;diff=20951</id>
		<title>Gundemonium/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gundemonium/Video_Index&amp;diff=20951"/>
		<updated>2023-03-23T20:35:50Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Demonic */ Replaced score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Mode ==&lt;br /&gt;
&lt;br /&gt;
== '''Revised''' ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Version&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Shift/Burst (PS4)&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Tropicalbits|TRB]]&lt;br /&gt;
| 9,248,060&lt;br /&gt;
| PS4&lt;br /&gt;
| Eryth FSB&lt;br /&gt;
| No Mercy&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/6A8WlkRUVyA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== '''Demonic''' ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Version&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Shift/Burst (PS4)&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| 七分裤ZX&lt;br /&gt;
| 138,561,160&lt;br /&gt;
| Recollection (PC)&lt;br /&gt;
| Eryth&lt;br /&gt;
| ---&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.bilibili.com/video/BV1TW411x7nh?p=2&amp;amp;spm_id_from=pageDriver Bilibili]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Baf&lt;br /&gt;
| 138,635,010&lt;br /&gt;
| Recollection (PC)&lt;br /&gt;
| Eryth&lt;br /&gt;
| ---&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/eTQcJYO4csI YouTube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[User:InFireX|InFireX]]&lt;br /&gt;
| 80,191,750&lt;br /&gt;
| Recollection (PC)&lt;br /&gt;
| Eryth&lt;br /&gt;
| ---&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Tx7o_H8rDuQ YouTube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Gundemoniums]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi&amp;diff=17707</id>
		<title>DoDonPachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi&amp;diff=17707"/>
		<updated>2022-11-02T08:35:40Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Large and somewhat scattered summary gathered from various interviews regarding DDP on Shmuplations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #B93F25&lt;br /&gt;
|innerbordercolor = #AF4028&lt;br /&gt;
|title = DoDonPachi 怒首領蜂&lt;br /&gt;
|background = #F4826A&lt;br /&gt;
|image = Screenshot_DDP_001.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;
|music =  &lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|art = &lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': February 5, 1997&amp;lt;ref&amp;gt;https://www.mobygames.com/game/dodonpachi/release-info&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Sega Saturn''' &amp;lt;br&amp;gt; '''JP''': Sep 18, 1997&amp;lt;ref&amp;gt;https://www.mobygames.com/game/dodonpachi/release-info&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP''': Sep 10, 1998&amp;lt;ref&amp;gt;https://www.mobygames.com/game/dodonpachi/release-info&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''''DoDonPachi''''' &amp;lt;small&amp;gt;(怒首領蜂 &amp;quot;Angry Leader Bee&amp;quot;, abbreviated: '''DDP''')&amp;lt;/small&amp;gt; is the second entry in the [[:Category:DonPachi series|''DonPachi'' series]] of [[shooting game|shoot-em-ups]], developed and released by [[CAVE]]. It expanded upon the chaining system innovated in the [[DonPachi|first game]] in the series, and introduced a &amp;quot;variation system&amp;quot; that allowed you to pick two different styles of three ships (Shot and Laser types), giving the player a slightly higher degree of playstyle customization. &lt;br /&gt;
&lt;br /&gt;
This game in particular is considered by most STG enthusiasts to be the grandfather of the ''bullet hell'' sub-genre of shooting games, pushing bullet counts into the '''hundreds''', especially if the player is able to reach the second [[loop]]. ''DoDonPachi'' is also the first game in the series to introduce [[Hibachi]], the [[True Last Boss]], who would return in all future ''DonPachi'' games as a challenge for particularly skilled players.&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi'' was originally released in the arcades in 1997. It was later ported to the PlayStation and Sega Saturn home consoles. There is also a hidden, albeit very lean, port of ''DoDonPachi'' that can be unlocked in the Xbox 360 visual novel, ''Instant Brain''. All three console ports of ''DoDonPachi'' are considered inferior to the PCB / arcade version of the game for various reasons, and are typically not played for score or competitively. &lt;br /&gt;
&lt;br /&gt;
''DoDonPachi'' is followed up by two games, ''[[DoDonPachi II: Bee Storm]]'', developed by IGS, and ''[[DoDonPachi DaiOuJou]]'', the direct sequel developed once again by CAVE.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:DDP_TitleBG.png|right]]''DoDonPachi'' is a three-button shooter &amp;lt;small&amp;gt;(although the '''C''' button is turned '''off''' by default, and can be enabled in the dipswitches in service mode)&amp;lt;/small&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
There are six stages in the game, with a hidden second loop accessible by achieving certain tasks in-game.&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the standard &amp;quot;spread&amp;quot; Shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; Laser weapon (also surrounds the player with an Aura that deals extra damage)&lt;br /&gt;
* '''B:''' Releases a Bomb, clearing the screen of bullets and dealing massive damage to enemies on screen&lt;br /&gt;
** When pressing '''B''' by itself, the player will release a '''Spread Bomb''', which damages everything on screen&lt;br /&gt;
** When pressing '''B''' while '''holding A''', the player will release a '''Laser Bomb''', which fires a massive laser blast from the ship that deals extremely high damage to anything in its path&lt;br /&gt;
* '''C:''' Auto-fire for the player's standard Shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
&lt;br /&gt;
[[File:DDP_Ships_2x.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Type-A&amp;lt;/span&amp;gt;''': A red jetplane with fast movement that fires a concentrated straight volley of bullets. The most frequently-used ship for scoring.&lt;br /&gt;
* -- Fastest movement speed | Narrow Shot width&lt;br /&gt;
* -- ('''Shot Type''') Fastest Laser activation speed and damage&lt;br /&gt;
* -- ('''Laser Type''') Slowest Laser activation speed&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Type-B&amp;lt;/span&amp;gt;''': A green helicopter equipped with options that rotate their firing direction with the player's movement direction. Recommended for advanced / technical players.&lt;br /&gt;
* -- Average movement speed | Adjustable options create unique chain opportunities only possible with this ship&lt;br /&gt;
* -- ('''Laser Type''') Fastest Laser activation speed&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Type-C&amp;lt;/span&amp;gt;''': A blue plane that moves slowly, but has the most powerful shot, which fires in a wide spread. Commonly recommended for beginner players due to the weapon strength.&lt;br /&gt;
* -- Slowest movement speed | Most powerful Shot, with the biggest horizontal range&lt;br /&gt;
* -- ('''Shot Type''') Weakest Laser and slowest Laser activation speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ship Types'''&lt;br /&gt;
&lt;br /&gt;
* '''Shot Type''': Increases the strength of the player's Shot, dealing more damage and firing greater shot spreads, but with a weaker Laser and slower movement speed when Lasering&lt;br /&gt;
* '''Laser Type''': Increases the strength of the player's Laser, movement speed when Lasering, producing a bigger aura, and instantly destroying [[zako]]&lt;br /&gt;
** ''All Laser Type ships deal the same amount of damage with the Laser''&lt;br /&gt;
[[File:Ddp hitbox.jpg|300px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hitboxes'''&lt;br /&gt;
&lt;br /&gt;
The hitboxes for the three ships and sub-types are all of the same size. When the player is moving horizontally, the hitbox is gradually shrinking slightly in width. The height stays the same.&lt;br /&gt;
&lt;br /&gt;
* Default position: 6x7 pixel&lt;br /&gt;
&lt;br /&gt;
* Leaning towards one side: 5x7 pixel&lt;br /&gt;
&lt;br /&gt;
* Fully moving horizontally: 4x7 pixel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
'''Seeing Stars!'''&lt;br /&gt;
&lt;br /&gt;
There are three types of stars for the player to collect in the game; Ground Stars ('''300pts'''), Small Stars ('''100pts'''), and Large Stars ('''10000pts'''). Stars are also re-calculated into score bonuses at the end of the stage. Ultimately, star collection does not make a significant difference to the player's score, and it's recommended for players aiming for high scores to focus more on '''chaining''' (below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hit Chaining / Get Point System ====&lt;br /&gt;
&lt;br /&gt;
The central scoring mechanic of ''DoDonPachi'' is the '''Get Point System''' (GPS), returning from ''[[DonPachi]]'', which emphasizes scoring by performing '''hit/kill chains''' upon enemies and the environment, in quick succession. Whereas ''DonPachi'' focused primarily on connecting a bunch of very brief chains for big score gains, ''DoDonPachi'' makes the chaining a little bit more lenient, giving the player more ways to prevent chains from breaking -- pushing the chaining even further by allowing you to '''full-chain''' an entire stage for massive score bonuses -- it is not unrealistic to achieve chains well over 100 HITs with practice and routing. Chain breaks are prevented by '''destroying enemies and objects''', '''training your Laser''' on strong enemies (which now stalls the chain meter and slowly increases your HIT gain), and '''revealing hidden bees''' (see below). This chaining system has been a minor point of contention for some fans of the shmup genre, as it demands '''high levels of skill and perfection''' from the player in order to achieve respectable scores at a high level of play.&lt;br /&gt;
&lt;br /&gt;
The scoring formula of the chain system looks as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| hit count * A '''+''' (hit count - 1) * B '''+''' (hit count - 2) * C '''+''' ... '''+''' 1 * Z&lt;br /&gt;
&amp;lt;small&amp;gt;''(whereas A, B, C, ... , Z are the base values of the enemies chained in successive order)''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a '''3 Hit chain''' with the successive enemy base values of (A = 100), (B = 600), and (Z = 300), results in '''1,800pts''' (3*'''100''' + 2*'''600''' + 1*'''300''' = '''1,800'''). &lt;br /&gt;
&lt;br /&gt;
If the player were to destroy the same enemies but in a ''different order'', this will also have an effect on the total score gain. &lt;br /&gt;
With that in mind, destroying the previous enemies in the order of (A = 600), (B = 300), and (Z = 100) yields '''2,500pts''' total (3*'''600''' + 2*'''300''' + 1*'''100''' = '''2,500'''). For this reason, it is more lucrative to '''destroy enemies with a higher base value''' as '''early''' on in the chain as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Boss HIT Calculation ====&lt;br /&gt;
&lt;br /&gt;
The Get Point System functions differently in boss fights in ''DoDonPachi'', removing the GP Meter. Instead, you gain HITs slowly by '''hitting bosses with the Laser''', with the HIT count dropping rapidly when you are not Lasering the boss. Uniquely to ''DoDonPachi'', when the boss reaches red health (you'll hear the VO say &amp;quot;Just a couple more shots!&amp;quot;), firing off a Laser Bomb will rapidly increase the HIT count. In most cases, the Laser Bomb will also destroy the boss. &lt;br /&gt;
&lt;br /&gt;
After destroying the boss, the player is awarded points based off of the following calculations:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 200,000 + (100,000 * stage number) + hit count * (2,000 + 1,000 * stage number)&lt;br /&gt;
&amp;lt;small&amp;gt;''(Note: stage numbers do not count the loop, so 1-1 and 2-1 will have the same stage number.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAXIMUM Bomb Bonus ====&lt;br /&gt;
&lt;br /&gt;
Another challenging point of contention for players, the MAXIMUM Bomb Bonus is pretty straightforward -- when you '''collect a Bomb''' icon while your Bombs are already at '''maximum capacity''', the player activates MAXIMUM Mode, awarding them '''220pts''' x (MAXIMUM Multiplier) '''every frame''' (1/60fps); there is one ''very'' rare exception in the Trivia section. The MAXIMUM Bomb multiplier starts at 2, and is '''increased by 1 for every Bomb''' collected while in MAXIMUM Mode, and the score will continue to pour in until the player uses a Bomb, or dies. MAXIMUM multiplier value does not drop on death, so if a player ever exits the mode, they can re-activate it through normal play and their previous score gain will resume. The bomb bonus stops giving players score during boss fights, but will resume score gain upon entering the next stage.&lt;br /&gt;
&lt;br /&gt;
The MAXIMUM Bomb Bonus is critical for high level scoring, particularly if the player is able to carry it to the second loop, where the score gain is very lucrative. A player who is able to get a perfect MAX Bomb Bonus ([[no miss]] / no bomb for the entire game, collecting every Bomb capsule) can earn as much as '''~260,000,000pts''' added to their run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hidden Bee Items ====&lt;br /&gt;
&lt;br /&gt;
The hidden bee items that premiered in ''DonPachi'' return here, uncovered by '''lasering the spot that the bees are hidden'''. There are '''13''' bees to collect in each stage, and collecting a bee icon awards the player points, with each collected bee in a stage awarding increased point gain:&lt;br /&gt;
&lt;br /&gt;
| 100 | 200 | 400 | 800 | 1000 | 2000 | 4000 | 8000 | 10000 | 20000 | 40000 | 80000 | '''100000''' |&lt;br /&gt;
&lt;br /&gt;
When the '''final bee''' (100000pts) in a stage is collected, the next stage's bee icons will gain increased point value (1-1 1st bee = 100pts -&amp;gt; 1-2 1st bee = 200pts -&amp;gt; 1-3 1st bee = 400pts, etc.), increasing with each '''bee perfect''' until every bee collected is worth '''1,000,000pts'''. If the player dies even once, the collected value of bees is dropped, and returns back to the start of the scoring pattern (100pts). '''Revealing a bee''' will add '''GP meter''' to your chain, helping prevent chain breaks when playing through stages.&lt;br /&gt;
&lt;br /&gt;
If the player is able to collect every single bee throughout both loops, the total point gain is '''37,803,900pts'''.&lt;br /&gt;
&lt;br /&gt;
The following maps show you the '''locations of the 13 bees''' for each of the stages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[DoDonPachi/stage1_beemap|Stage 1]] || [[DoDonPachi/stage2_beemap|Stage 2]] || [[DoDonPachi/stage3_beemap|Stage 3]] || [[DoDonPachi/stage4_beemap|Stage 4]] || [[DoDonPachi/stage5_beemap|Stage 5]] || [[DoDonPachi/stage6_beemap|Stage 6]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;''See [[DoDonPachi/Strategy]] for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Loop ====&lt;br /&gt;
Like its predecessor ''DonPachi'', ''DoDonPachi'' features a second loop with more aggressive enemies firing much larger amounts of bullets at a higher frequency. Accessing the second loop is the only way to fight the Last Boss [[Taisabachi]] and the [[True Last Boss]] of the game, [[Hibachi]]. &lt;br /&gt;
&lt;br /&gt;
However, unlike ''DonPachi'', the player must meet certain requirements during play in order to access the second loop. To get to the second loop, the player must accomplish any '''one''' of the following four tasks:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
* Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
* '''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
In addition the player must be playing solo to be able to access the second loop.&lt;br /&gt;
&lt;br /&gt;
==== Scoring Tricks ====&lt;br /&gt;
&lt;br /&gt;
* Destroying the large green carrier ships will make them drop more Stars the closer they are to the bottom of the screen. If they are destroyed while on the very bottom of the screen, they will drop a single Large Star instead of many Small Stars.&lt;br /&gt;
* '''In Stage 1''': Destroying one of the boss's '''side turrets''' while they're '''rotating around the boss''' and shooting blue needle shots will make the boss drop '''ten Large Stars''' instead of two. &lt;br /&gt;
* '''In Stage 2''': Destroying the '''large bunker turret''' before the appearance of the mid-boss will reveal '''a patch of flowers''' in place of the turret. By hovering over these flowers, the player will gain '''10pts every frame''' they are touching the flowers.&lt;br /&gt;
* '''In Stage 3''': A significant amount of score can be earned during the second half of the stage, with the teleporting enemies that shoot volleys of pink needles, and the '''large yellow transport ships'''. The yellow transport ships, when destroyed, will '''cancel every enemy bullet on screen''', rewarding the player points for each bullet canceled. The more bullets that are being created by the needle shooters, the greater the point gain. This technique is a great way to get points in Stage 3, especially if the player hasn't developed a chain route for the stage.&lt;br /&gt;
* '''In Stage 4''': A '''&amp;quot;destroyed&amp;quot; [[Toaplan]] logo''' on the left side of the screen also contains a hidden '''patch of flowers'''. Hovering near the flowers causes them to bloom, gaining the same '''10pts/frame''' score bonus for hovering over them. These flowers can be hit with the Shot for '''510pts''' each hit, or '''1,100pts every 1/30th''' /second with the player's Laser.&lt;br /&gt;
&lt;br /&gt;
==== Differences on 2P-Side ====&lt;br /&gt;
&lt;br /&gt;
For some reason, many shooting games feature differences in game behavior when the player is playing on the player 2 side rather than the player 1 side (likely the result of programming errors), and ''DoDonPachi'' is not an exception to this. When a credit is being played on the 2P side of the screen, the following changes occur:&lt;br /&gt;
* '''(1P)''' When your MAXIMUM Bomb Bonus is active, your '''chain will not drop when using a Laser Bomb'''.&lt;br /&gt;
* '''(2P)''' '''Small Stars accumulate over the course of the whole game''', rather than on a per-stage basis. This results in higher than average end-stage bonuses that increase steadily as the game goes on. This makes it possible for the 2P side to score higher than the 1P side (in theory) and puts a slightly greater scoring value on Small Stars.&lt;br /&gt;
* '''(2P)''' When using a '''Laser Type''' ship, the '''Stage 2-3''' mid-boss is '''less aggressive''' than it is on 1P.&lt;br /&gt;
* '''(2P)''' [[Hibachi]]'s final attack will '''only shoot fast bullets''', regardless of in-game rank.&lt;br /&gt;
&lt;br /&gt;
== Story / Plot ==&lt;br /&gt;
( in progress )&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
DoDonPachi's development began shortly after the release of its predecessor, [[DonPachi]]. It was the second game developed by Cave; DDP ended up being the favored game over another canceled project, &amp;quot;Danmaku Tengoku&amp;quot;;&lt;br /&gt;
that game's development was terminated due to unsolvable problems regarding art &amp;amp; sprite design. Another canceled Cave game, &amp;quot;Oni Death&amp;quot;, was also worked on in parallel with DDP, but it too ended up being canceled&lt;br /&gt;
for unknown reasons despite having a solid concept and graphical design.&lt;br /&gt;
&lt;br /&gt;
Regardless, many mechanics from [[DonPachi]] would make a return as stated prior. The mechanic of suicide bullets, however, was not carried over from [[DonPachi]] for 4 reasons: the pacing of DDP was very important, &lt;br /&gt;
so having suicide bullets would force the player to stagger their shooting; second, chaining in the second loop would become too difficult; third, many other arcade games already had them at the time;&lt;br /&gt;
and finally Ikeda himself was tired of the mechanic itself and how it impacted gameplay.&lt;br /&gt;
&lt;br /&gt;
In the middle of DDP's development, manga artist Junya Inoue joined Cave and the project. When he joined, the only work left to be done was the ship select, opening demo, last boss, and ending. It was Inoue who&lt;br /&gt;
asked IKD &amp;quot;Could I put a colonel or something like that at the end?&amp;quot;; he was given the greenlight for the design and text of the series' villain, Colonel Schwarlitz Longhena. Inoue's general attitude towards&lt;br /&gt;
DDP's art was very relaxed, yet directionless; &amp;quot;[...]things like the story and opening weren't seen as very important. So my boss at the time told me, 'It's not that important, so Inoue, you do it.'&amp;quot; He&lt;br /&gt;
was lost as to what he should have done, as since most of the art was already complete, he struggled to come up with a story after the fact - something that many years later he still wonders about.&lt;br /&gt;
&lt;br /&gt;
Despite this, &amp;quot;I ended up studying up on DonPachi, and realized it didn't have that deep of a story. Well, now I could relax a little...and with that feeling my work at Cave began.&amp;quot; He further elaborates on his&lt;br /&gt;
methodology; &amp;quot;[...]I think that for each game you work on you have to take things according to their circumstances, and not be too hung up on particular ideas. I think that in a game's characters and background,&lt;br /&gt;
you find the core of the story, and the world of the game flows from there.&amp;quot; DonPachi/DoDonPachi had a world and story that - in contrast to many games at the time - were not that intertwined; while Inoue&lt;br /&gt;
tried his hardest to create a backstory, &amp;quot;I thought I would never reach something on the level of the Raystorm games. With that being the case, I had a very blasé attitude about it and the result was that I just worked on &lt;br /&gt;
things in a very casual way, not taking it too seriously.&amp;quot; In light of all of his work, Inoue wishes to not recieve too much credit/respect for DDP; he wants IKD to have that instead, for he was the one that designed&lt;br /&gt;
the game's &amp;quot;charismatic bosses&amp;quot;. A senior employee at Cave - as told by Inoue - announced that his image for DDP was Space Battleship Yamato. With this in mind, Inoue thought about &amp;quot;refining the story of DDP &lt;br /&gt;
to be more like 70s era sci-fi, and the phrase 'shinu ga yoi' just came out naturally. [...] They seemed like phrases that Battleship Yamato villains like Lord Desler or Emperor Zwoda would say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
IKD recalls in an interview for Cave's 15th anniversary, that while Inoue had a small part in DDP's development, he - in his typical fashion - would later be critical of the game's setting; saying &amp;quot;This colorful world of mechas is ridiculous!&amp;quot;. This directly influenced the art direction of the next game by Cave - ESP.RA.DE. - as Inoue was assigned as its graphic leader, and wanted a &amp;quot;more realistic&amp;quot; and &amp;quot;inhabited&amp;quot; world for it, in contrast to DDP.&lt;br /&gt;
&lt;br /&gt;
When designing the game's true final boss - Hibachi - Tsuneki Ikeda recalls it conceptually being a test for the limits of human dodging ability, so there wasn't an intended &amp;quot;requirement&amp;quot; for lives/bombs&lt;br /&gt;
when a player reaches them; it was more so of &amp;quot;can this be done on one credit?&amp;quot; - this perhaps is the reason why he would later say that a NMNB clear of DDP was &amp;quot;theoretically humanly possible&amp;quot;. &lt;br /&gt;
The reason for Hibachi's small size, as he says, was for having more space on the screen to create the danmaku patterns (which memory limitations ensured was the only way); its first form, &lt;br /&gt;
the Final Demonic Weapon aka &amp;quot;Big Bee&amp;quot; was closer to his original image of a final boss. However, this ended up conflicting with other things he wanted to do, as its size made it impossible to &lt;br /&gt;
create truly hellish patterns; thus he chose its patterns over sprite design (which dumbfounded the other graphic designers on the project). During the last portion of the game's development &lt;br /&gt;
(the final 2-3 weeks where extensive playtesting and debugging were done), Cave determined that the boss as-is was possible, and so it was left at that difficulty; a difficulty level that as &lt;br /&gt;
later revealed was specifically tailored for average people: to make DDP a &amp;quot;user friendly game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This is a sentiment that IKD would contradict much later; in a 2010 issue of Arcadia magazine he says that &amp;quot;I actually thought [Hibachi] might be impossible&amp;quot;, recalling how even the STG lovers &lt;br /&gt;
at Cave deemed DDP &amp;quot;WAY too much!&amp;quot; He wanted Hibachi to &amp;quot;give even advanced players a fight that would test their skills to the utmost. [...] if you weren't gritting your teeth to the end &lt;br /&gt;
of that fight, it would be meaningless. I wanted people to look at Hibachi and laugh, to be like 'This is ridiculous!'&amp;quot; The idea of Hibachi having a bomb barrier came from a joke him and a senior colleague&lt;br /&gt;
at Toaplan used to share: “Hey, wouldn’t it be funny if, when you used a bomb on the last boss, he put up a barrier? Hahaha…” While IKD said at the time that it would be too far, &lt;br /&gt;
&amp;quot;[..]secretly I was thinking to myself: this is a great idea. When the time came for DDP, I thought with Hibachi, it's now or never! And it became a basic feature of all our final bosses after that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the game's release, Cave would later remark that they were very confident about the game and its demonstration of (at the time) the enduring popularity of STG arcade games. Satoshi Kouyama, &lt;br /&gt;
a sub-programmer of the game, remarked that the heart of the game's fun is a &amp;quot;simple joy of dodging bullets&amp;quot;/&amp;quot;that visceral experience of dodging the patterns&amp;quot;; that is, it attracts both superplayers &lt;br /&gt;
and everyday players (such as having people swarm its arcade cabinets, which is the first game IKD developed that got that treatment). He says that the opinion of normal players was where&lt;br /&gt;
everything was risked - whether or not they would enjoy the bullet dodging - thus, to see that idea understood and praised, pleased Cave. Much later, in 2010, IKD would tell that &lt;br /&gt;
&amp;quot;as [DDP] neared completion, I started to think about it more objectively, and worried, 'There's a chance this might be hated by everyone...'&amp;quot; due to the game's sheer bullet count.&lt;br /&gt;
&lt;br /&gt;
This is not to say that superplayers were disregarded; on the contrary, Cave thought that it would take 6 months a player to achieve a 2-ALL (completing both loops): &lt;br /&gt;
in reality it took only a month, a fact that shocked Kouyama when he and IKD learned of the news. As said before, the game's playtesting intensified towards the end of development; one&lt;br /&gt;
method used was calculating scoring limits by way of using invincibility. They ended up only reaching around 400 million, 200 million lower than the world record at the time in 1997: &lt;br /&gt;
600 million points, by ZBL-NAI, using C-S. Another top player of that time, Osada Sennin, remarked to Kouyama that he found the game's difficulty to be &amp;quot;pleasing more than hard&amp;quot;,&lt;br /&gt;
which came as both a surprise, and a display of how &amp;quot;there was a level above what [Kouyama] thought was the ceiling on a player's skill&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Speaking of 1997, there was another variant of the game being developed for a scoring competition to celebrate the release of the later ill-seen Sega Saturn port; &lt;br /&gt;
this was titled &amp;quot;DoDonPachi Campaign Version&amp;quot;. For more information about this version, go here.&lt;br /&gt;
&lt;br /&gt;
The editors of Gamest in 1998 remarked of how their love of DDP stemmed from the Get Point System; as it &amp;quot;allows players who are just going for a clear to start gradually and &lt;br /&gt;
naturally building scoring into their runs. [...]the chaining in DoDonPachi has been [for many players] their first experience learning and caring about scoring.&amp;quot; They add on as to how players&lt;br /&gt;
playing for survival would get caught on wanting to optimize for HIT count, and thus were gradually induced into scoring. This was seen as &amp;quot;a revolutionary gameplay system&amp;quot; by said editors, &lt;br /&gt;
and was as one editor told &amp;quot;emblematic of what makes DDP such an original, special game to play&amp;quot;. IKD and Kouyama spoke about how their playstyles opposed one another - one&lt;br /&gt;
was a survivor, the other a scorer; yet in the end &amp;quot;This wonderful system came about because the both of you [...] were able to create a gameplay system that somehow fully satisfied you both&amp;quot; &lt;br /&gt;
as summed by a Gamest interviewer. IKD said of how during [[DonPachi]] that a friend of his told him of how &amp;quot;It would be more fun if you could do more chaining&amp;quot;, which he agreed with.&lt;br /&gt;
&lt;br /&gt;
The game's lengthy and overall relaxed development allowed Cave, according to IKD, to make the game that they truly wanted. While development typically would end with the want of a few more &lt;br /&gt;
additions or polish, DoDonPachi was felt to be a genuinely complete game after development concluded. The triad of difficulty balance, enemy placement, and danmaku patterns &lt;br /&gt;
respectively having so much time spent upon them is a large part of why - as IKD believes - DDP succeeded. Kouyama adds that due to much of the basics already having been built &lt;br /&gt;
in the preceding game [[DonPachi]] there wasn't much time needed to work on the finer details of gameplay; focus could be directed to the things that they wanted to work on.&lt;br /&gt;
IKD was very thankful to have such time, and while he was happy if he could give Cave's next game the same treatment, he &amp;quot;somehow doubt[ed] that will be the case&amp;quot;, a sentiment which would turn out to be correct.&lt;br /&gt;
&lt;br /&gt;
Even 13 years later, Ikeda still considers DDP his most memorable and completed game. He stressed that despite the support he recieved in-house, should his attempt at &amp;quot;evolution&amp;quot; have turned out to be a failure it would &lt;br /&gt;
have meant &amp;quot;[his] entire 'schema' for games was off&amp;quot; and thus &amp;quot;[He told himself that he] would quit making games and leave the industry&amp;quot;. &amp;quot;In that sense&amp;quot;, he says, &amp;quot;I feel like DoDonPachi kind of saved me&amp;quot;; &lt;br /&gt;
&amp;quot;[...]DoDonPachi was a very memorable, positive experience for me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the variety in bullet visuals, all bullets in ''DoDonPachi'' share the '''same hitbox size'''. This property is also shared with ''[[DoDonPachi DaiOuJou]]'' and ''[[Ketsui: Kizuna Jigoku Tachi]]''.&lt;br /&gt;
* This is the first entry in the ''[[DonPachi series]]'' that introduces [[Hibachi]] as the True Last Boss awaiting at the end of the game.&lt;br /&gt;
* The MAXIMUM Bomb Bonus can have its bonus value corrupted.&lt;br /&gt;
** The first known public mention of the corrupted MAXIMUM Bonus was in December 2016 [https://shmups.system11.org/viewtopic.php?p=1229712#p1229712 by the user &amp;quot;khinra&amp;quot; on the System11 forums]. It couldn't be confirmed at the time but reverse engineering of the DoDonPachi MAME ROM set revealed that the report was most likely legitimate.&lt;br /&gt;
** The technical details of the glitch can be viewed [https://www.youtube.com/watch?v=Bcr2Co9MqoE here], however in brief: should enough slowdown be generated prior to a player picking up a bomb item to trigger the MAXIMUM Bomb Bonus, there is a slim chance (estimated to be roughly 1 in 8000) for a vertical blank interrupt to corrupt the MAXIMUM Bonus value held within the game's memory stack (output by a function which converts the value for said Bonus from an unsigned 16-bit integer to binary-coded decimal).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# &amp;quot;Differences between 1P and 2P player sides (various games)&amp;quot;, by [[User:Plasmo|Plasmo]] | https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=64256&lt;br /&gt;
# Confirmation of Bee perfect requirements for the second loop provided by Juju Kenobi | via STG Rev. 2020 Discord&lt;br /&gt;
# Boss HIT calculations provided by moozooh | via STG Rev. 2020 Discord&lt;br /&gt;
# Laser strength and activation speed tested and confirmed by [[User:Plasmo|Plasmo]] | via STG Rev. 2020 Discord&lt;br /&gt;
# Other various information confirmations and suggestions provided by [[User:Plasmo|Plasmo]] and Juju Kenobi | via STG Rev. 2020 Discord&lt;br /&gt;
# Technical explanation of Corrupted MAXIMUM Bomb Bonus by Olifante | via STG Rev. 2020 Discord&lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Bee maps provided by ptoing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STG_Hall_of_Records/D&amp;diff=16655</id>
		<title>STG Hall of Records/D</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STG_Hall_of_Records/D&amp;diff=16655"/>
		<updated>2022-08-30T00:04:29Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: New WR for DOJWL B-Expert (hope this was formatted correctly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anchor|Daioh}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Daioh (Athena)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| 22,097,500 || 超高速弾覇者わかさん || [https://web.archive.org/web/20140718161728/http://www9.plala.or.jp/nakanoryuzo/HS/RANK/0/1/DH.html 全国ハイスコア集計+α] (Jan 2013) || after 1st loop 4.45m, before end bonus 9.29m, 2up x1, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-counterstop-soft &amp;quot; | 22,061,540 || class=&amp;quot;hor-counterstop-soft &amp;quot; | 超高速弾覇者わかさん || class=&amp;quot;hor-counterstop-soft &amp;quot; | Arcadia (Jan 2013) || class=&amp;quot;hor-counterstop-soft &amp;quot; | &lt;br /&gt;
|-  &lt;br /&gt;
| 21,768,220 || 超高速弾覇者わかさん || [https://web.archive.org/web/20140718161728/http://www9.plala.or.jp/nakanoryuzo/HS/RANK/0/1/DH.html 全国ハイスコア集計+α] (Sep 2013) || after 1st loop 4.69m, before end bonus 9.77m, no random 1up item, infinite pattern not used, no miss&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-99a2b812adf65a2292dfaae08aad109e&amp;quot; class=&amp;quot;mw-customtoggle-99a2b812adf65a2292dfaae08aad109e mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-99a2b812adf65a2292dfaae08aad109e&amp;quot; class=&amp;quot;mw-customtoggle-99a2b812adf65a2292dfaae08aad109e mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-99a2b812adf65a2292dfaae08aad109e&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-99a2b812adf65a2292dfaae08aad109e&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 20,715,790 || T³-TBC || Arcadia (Mar 2006) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-99a2b812adf65a2292dfaae08aad109e&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 20,624,990 || ヤキソバンDX || Gamest (Apr 1996) || autofire, 1up x1, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-99a2b812adf65a2292dfaae08aad109e&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 19,906,580 || &amp;amp;#039;95嵐の唄 H.B-DOS || Gamest (May 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-99a2b812adf65a2292dfaae08aad109e&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 19,715,210 || BOSTON || Gamest (Sep 1993) || autofire (via DIP switch), no miss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Japanese scoreboard closed March 2013 due to the detection of an infinite pattern. For details, see [https://youtu.be/jAnnRsPU0Xc this video].&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1993_001_%E5%A4%A7%E7%8E%8B JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=35513 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Daisenpuu}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Daisenpuu (Toaplan)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-counterstop-soft &amp;quot; | 10,000,000+α || class=&amp;quot;hor-counterstop-soft &amp;quot; | SSC-VAP || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Sep 1989) || class=&amp;quot;hor-counterstop-soft &amp;quot; | loop 17, 8L remaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Japanese scoreboard closed after the achievement of the target score of 10,000,000.&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=35471 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dangerous Seed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Dangerous Seed (Namco)&lt;br /&gt;
|-&lt;br /&gt;
! Autofire !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| OFF (full auto) || 4,236,200 || CYR-WAR || JHA (Jun 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | ON || 4,255,800 || CYR-あきにゃ || [https://twitter.com/mendokusee1/status/1535553254796382208 Twitter] (Jun 11, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 4,242,050 || EXCEL-KUMAMOTO || Arcadia (May 2006) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-customtoggle-0da59dd2beeded3972276c0740458877 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-customtoggle-0da59dd2beeded3972276c0740458877 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Autofire !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | OFF (full auto) || 4,232,250 || CYR-WAR || JHA (May 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,230,300 || CYR-WAR || Arcadia (May 2011) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,225,550 || CYR-WAR || Arcadia (Feb 2011) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,223,100 || CYR-WAR 酒気帯び−20万点 || Arcadia (Oct 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,220,400 || CYR-WAR || Arcadia (Jan 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,219,750 || CYR-WAR || Arcadia (Dec 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,219,050 || KUMAMOTO || Gamest (Apr 1995) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,214,600 || KUMAMOTO || Gamest (Mar 30, 1995) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,207,800 || KUMAMOTO || Gamest (Jun 30, 1994) || shield x12, bomb x4 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,204,350 || 次は(連)やるぞ!! EXL-CYR-NORI || Gamest (Aug 1991) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,202,550 || まだやります!! EXL-CYR-NORI || Gamest (Jul 1991) || shield x12, bomb x4 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,196,950 || まだ余裕EXL-CYRTIS-NORI(も) || Gamest (Mar 1991) || shield x12, bomb x4 remaining, score lower than what was previously submitted in Gamest issue 1990-12&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,198,500 || PEY(人)氏のビデオのプレイ(ウマイ!) || Gamest (Dec 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,189,500 || らぽちゃんに監禁された男 SFL-KMG-美遊PEY(人) || Gamest (Jul 1990) || shield x12 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,153,200 || 個人申請幕張メッセ! JAG-WOP (by 雷電) || Gamest (May 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 4,144,900 || Mr.まさし君 || Gamest (Apr 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | ON || 4,254,500 || CYR-あきにゃ || [https://twitter.com/mendokusee1/status/1518157019382882304 Twitter] (Apr 24, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,253,550 || CYR-あきにゃ || [https://twitter.com/mendokusee1/status/1472538498918129666 Twitter] (Dec 19, 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,252,950 || CYR-あきにゃ || [https://twitter.com/mendokusee1/status/1454766344595918850 Twitter] (Oct 31, 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,237,500 || KUMAMOTO || Gamest (May 1995) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,235,250 || KUMAMOTO || Gamest (Apr 1995) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,233,000 || HYAKU-KUMAMOTO || Gamest (Nov 30, 1994) || shield x12, bomb x4 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,231,250 || O || Gamest (Jul 15, 1994) || shield x12, bomb x4 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,230,000 || グッバイデンシ EXL-RVS-POKEN || Gamest (Mar 1991) (corrected in Gamest Apr 1991) || shield x12, bomb x4 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,225,100 || 町田グルメ(研)ダメ夫 JAG-IJO(W)氏 || Gamest (Jan 1991) || shield x12, bomb x4 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,208,000 || 裏ビデオ「ザ・監禁!」 SFL-KMG-PEY(人) || Gamest (Aug 1990) || shield x12&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,191,550 || 420万まではザ・監禁スペシャル SFL-KMG-美遊PEY(人) || Gamest (Jul 1990) || shield x12, bomb x4 remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-0da59dd2beeded3972276c0740458877&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 4,182,900 || きなこもち大好き! Mr.まさし君 || Gamest (Apr 1990) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=42760 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dangun Feveron}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Dangun Feveron (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Normal || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || 4,947,602 || SAKI会長 || JHA (Jan 2021) || Bomb, Speed 3, 4,376 discomen, highest score Arcade&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 13,145,532 || yc532724 || Played date: May 3, 2018&amp;lt;br&amp;gt;[https://youtu.be/QoVuLx-viTQ Youtube] (May 3, 2018) || Bomb, Speed 4, 5,416 discomen, highest score PS4&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Type B || 15,302,103 || HTL-PAL (509) || [https://twitter.com/pal_collect/status/1236242130676248577 Twitter] (Mar 7, 2020)&amp;lt;br&amp;gt;JHA (Mar 2020)&amp;lt;br&amp;gt;[https://youtu.be/lbfGxlhEe88 Youtube] (Jul 12, 2021) || Bomb, Speed 3, 6,223 discomen&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || 5,100,221 || Saki会長 || JHA (Feb 2021) || Roll, 4,049 discomen, highest score Arcade&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 12,403,924 || iconoclast || [https://twitter.com/iconoclast575/status/883173930843766784 Twitter] (Jul 6, 2017) || Roll, Speed 4, 5,220 discomen, highest score PS4&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Uo Taro || 14,873,339 || BAKADY || JHA (Apr 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Time Attack || Type A || 2,074,032 || A.BOY || JHA (May 2020) || Bomb, Speed 4&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Type B || 2,311,876 || HTL-PAL (509) || [https://twitter.com/pal_collect/status/1271816498663706625 Twitter] (Jun 13, 2020)&amp;lt;br&amp;gt;JHA (Jun 2020) || Bomb, Speed 4, 1,892 discomen&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Type C || 2,233,130 || izuru || [https://twitter.com/umitatetamago_i/status/1271471115626409984 Twitter] (Jun 12, 2020)&amp;lt;br&amp;gt;[https://youtu.be/1ShvI8yh3sw Youtube] (Aug 11, 2020)&amp;lt;br&amp;gt;JHA (Jun 2020) || Bomb, Speed 4, 1,834 discomen&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Uo Taro || 2,519,461 || KDK-TAKEYUKI || [https://youtu.be/Kq5cSbn02ZU Youtube] (Dec 9, 2013)&amp;lt;br&amp;gt;Arcadia (Jun 2004) || 2 miss, 2,046 discomen&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-customtoggle-a3b3e155888bea65c417c073291c4e64 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-customtoggle-a3b3e155888bea65c417c073291c4e64 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Mode !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Normal || class=&amp;quot;hor-merged-cell-first &amp;quot; | - || 14,472,965 || 木之本まい’ん || Arcadia (Nov 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 14,378,007 || ドクロ凶-MSA(素) || Gamest (Sep 1999) || used Uo Taro, no final boss timeout&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,382,645 || ジョンに捧げる HMX-MAS || Gamest (Aug 1999) || used Type B-Bomb (speed 4), no final boss timeout&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,329,074 || もしかして本当に出来ちゃうかもしれないよ || Gamest (Jul 1999) || used Uo Taro, final boss timeout, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,080,034 || まい&amp;amp;#039;んさん感謝です。 素人シューターMSA || Gamest (Jun 1999) || used Uo Taro, final boss timeout&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,795,257 || 時には妥協も必要ね♡ 木之本まい&amp;amp;#039;ん || Gamest (Mar 1999) || autofire, used Uo Taro, dropped 1m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 12,333,970 || おもんない || Gamest (Dec 1998) || used Type B-Roll, 3L 1B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || 15,243,426 || HTL-PAL (509) || JHA (May 2019) || Bomb, Speed 3&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 15,100,971 || HTL-PAL (509) || JHA (Apr 2017) || Bomb, Speed 3&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 14,958,845 || HTL-PAL (509) || JHA (Oct 2016) || Bomb, Speed 3&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Uo Taro || 14,768,716 || Clover-YMN 終了。さらば猫 || Arcadia (Jan 2004) || no miss, 6,518 discomen&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 14,520,322 || Clover-YMN || Arcadia (Jun 2003) || no miss, 6,368 discomen&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Time Attack || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || 1,861,007 || A.BOY || JHA (Mar 2020) || Bomb, Speed 4&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,614,634 || HTL-TPN-椿ちゃんファンクラブ || JHA (Oct 2019) || 1,429 discomen&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || 2,234,191 || HTL-PAL (509) || JHA (Apr 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,572,143 || やちょ || JHA (Feb 2020) || Bomb, Speed 4&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || 2,228,705 || izuru || JHA (Apr 2020) || Bomb, Speed 4&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,161,668 || izuru || JHA (Mar 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,843,012 || ながずぼん || JHA (Feb 2020) || Bomb, Speed 4&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Uo Taro || 2,503,560 || TAKEYUKI || Arcadia (Jul 2002) || 2,036 discomen&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,499,219 || TAKEYUKI(仮)MMR終了記念 || Arcadia (Dec 1999) || 2,028 discomen&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,496,782 || お師匠 || Arcadia (Nov 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,495,251 || お師匠 ((P)1コ落ち) || Gamest (Sep 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,494,444 || お師匠 || Gamest (Aug 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,494,327 || お師匠 || Gamest (Jul 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,481,547 || お師匠 || Gamest (Jun 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,470,591 || TAKEYUKI || Gamest (May 1999) || 2,010 discomen&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,467,289 || TAKEYUKI || Gamest (Mar 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,462,678 || [龍]井上BOOM!! || Gamest (Feb 1999) || 2,001 discomen&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,431,016 || A.BOY(ど) || Gamest (Jan 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a3b3e155888bea65c417c073291c4e64&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 2,404,664 || (K)YO(N)² || Gamest (Dec 1998) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1998_019_%E5%BC%BE%E9%8A%83%E3%83%95%E3%82%A3%E3%83%BC%E3%83%90%E3%83%AD%E3%83%B3 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=37015 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Darius}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Darius (Taito)&lt;br /&gt;
|-&lt;br /&gt;
! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| V zone || 6,619,020 || ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1472689321329446912 Twitter] (Dec 19, 2021)&amp;lt;br&amp;gt;JHA (Nov 2021) || autofire, ACEHLQV, before final boss: 4.78m, Old Version&lt;br /&gt;
|-  &lt;br /&gt;
| W zone || 6,037,560 || 二代目ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1074237463034355712 Twitter] (Dec 16, 2018)&amp;lt;br&amp;gt;JHA (Nov 2018) || ACEIMRW, 51.2k bonus x10&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 7,181,890 || 二代目ダライアス神-KZS || Played date: Nov 10, 2021&amp;lt;br&amp;gt;[https://twitter.com/CueRetog/status/1459482264799444992 Twitter] (Nov 13, 2021) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 7,050,310 || 二代目ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1327982512409198595 Played date: 2020-11-15]&amp;lt;br&amp;gt;[https://twitter.com/kzsdarius/status/1340636950198284290 Twitter] (Dec 20, 2020)&amp;lt;br&amp;gt;JHA (Nov 2020) || ACEIMRX, before final boss: 5.37m, 51.2k bonus x13&lt;br /&gt;
|-  &lt;br /&gt;
| Y zone || 7,626,310 || ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1472689321329446912 Twitter] (Dec 19, 2021)&amp;lt;br&amp;gt;JHA (Nov 2021) || autofire, ACEINTY, before final boss 5.20m, Old Version&lt;br /&gt;
|-  &lt;br /&gt;
| Z zone || 10,625,470 || 二代目ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1449707091493470208 Twitter] (Oct 17, 2021)&amp;lt;br&amp;gt;JHA (Sep 2021) || autofire, ACEINTZ, before final boss 5.56m, Old Version&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-customtoggle-f6a619928027317c0d76d1169f698bf5 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-customtoggle-f6a619928027317c0d76d1169f698bf5 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | V zone || 6,516,700 || 二代目ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1283259417178148864 Played date: 2020-07-15]&amp;lt;br&amp;gt;[https://twitter.com/kzsdarius/status/1294992380228034567 Twitter] (Aug 16, 2020)&amp;lt;br&amp;gt;JHA (Jul 2020) || ACEHLQV, before final boss: 4.86m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,452,140 || 二代目ダライアス神-KZS || JHA (Feb 2019) || ACEHLQV, before final boss: 4.97m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,330,650 || 二代目ダライアス神-KZS || JHA (Nov 2018) || ACEHLQV, before final boss: 4.82m, 51.2k bonus x8&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,119,980 || 二代目ダライアス神-KZS || JHA (Jun 2018) || ACEHLQV, before final boss: 4.61m, 51.2k bonus x4&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,992,930 || 二代目ダライアス神-KZS || JHA (Nov 2017) || ACEHLQV, before final boss: 4.51m, 51.2k bonus x2&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,984,950 || 二代目ダライアス神-KZS || JHA (Oct 2017) || ACEHLQV, before final boss: 4.57m, 51.2k bonus x3&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,980,030 || 二代目ダライアス神-KZS || JHA (Jul 2016) || ACEHLQV, 51.2k bonus x2&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,978,720 || ヘルニアM.B || Arcadia (Mar 2005) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,830,060 || SVG || Arcadia (Mar 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,817,310 || SVG || Arcadia (Dec 1999) || ACEHLQV&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,548,820 || PGP-まちゃみ || Gamest (Oct 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,502,610 || HTL-金属バットY.N || Gamest (Aug 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,240,720 || ECM-ZENJI || Gamest (Jul 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,033,470 || ECM-ZENJI || Gamest (Jun 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,835,000 || ECM-MAK || Gamest (May 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 5,809,000 || ひろりん || Arcadia (Sep 2010) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,788,810 || ヘルニアM.B || Arcadia (Jun 2004) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,635,520 || ヘルニアM.B || Arcadia (Apr 2004) || autofire, ACEIMRW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,553,990 || SVG || Arcadia (Aug 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,503,860 || SVG || Arcadia (Jun 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,465,290 || SVG || Arcadia (Mar 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,448,540 || HTL-金属バットY.N || Gamest (Aug 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,906,680 || Lucky 7 Now Win! || Gamest (Jul 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,515,170 || ECM-ZENJI || Gamest (Jun 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,676,590 || ECM-ZENJI || Gamest (May 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 7,044,550 || 二代目ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1097142807947427842 Twitter] (Feb 17, 2019)&amp;lt;br&amp;gt;JHA (Jan 2019) || ACEIMRX, before final boss: 5.22m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,855,130 || 二代目ダライアス神-KZS || JHA (Nov 2018) || ACEIMRX, before final boss: , 51.2k bonus x7&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,727,790 || 二代目ダライアス神-KZS || JHA (Aug 2018) || ACEIMSX, before final boss: 4.93m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,644,050 || 二代目ダライアス神-KZS || JHA (May 2016) || ACEIMSX&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,641,040 || ヘルニアM.B || Arcadia (Jun 2005) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,566,970 || SVG || Arcadia (Jul 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,478,770 || SVG || Arcadia (Jun 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,371,060 || SVG || Arcadia (Mar 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,270,170 || SVG || Arcadia (Dec 1999) || ACEIMSX&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,155,040 || HTL-金属バットY.N || Gamest (Aug 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,024,520 || ECM-ZENJI || Gamest (Jul 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,927,110 || ECM-ZENJI || Gamest (Jun 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 5,317,340 || COM || Gamest (May 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 7,537,400 || 二代目ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1107253589016080384 Twitter] (Mar 17, 2019)&amp;lt;br&amp;gt;JHA (Feb 2019) || ACEINTY, before final boss 5.42m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,322,400 || 二代目ダライアス神-KZS || JHA (Oct 2018) || ACEINTY, 51.2k bonus x5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,224,620 || ヘルニアM.B || Arcadia (Mar 2004) || autofire, ACEINTY&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,030,790 || HRG-ひろりん || Arcadia (Apr 2003) || 51.2k x4&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,001,210 || SVG || Arcadia (Feb 2000) || ACEINTY&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,834,050 || SVG || Arcadia (Dec 1999) || ACEINTY&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,739,860 || HTL-金属バットY.N || Gamest (Aug 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,650,080 || UUU &amp;amp;amp; H.I || Gamest (Jul 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,441,370 || ECM-ZENJI || Gamest (Jun 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 5,937,460 || Spream K.W || Gamest (May 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Z zone || 10,298,290 || 二代目ダライアス神-KZS || [https://twitter.com/kzsdarius/status/1120066437765189632 Twitter] (Apr 21, 2019)&amp;lt;br&amp;gt;JHA (Mar 2019) || ACEINTZ, before final boss 5.22m, 51.2k bonus x5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 10,048,650 || 二代目ダライアス神-KZS || JHA (Oct 2018) || ACEINTZ, 51.2k bonus x11&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 9,410,470 || 二代目ダライアス神-KZS || JHA (Sep 2017) || ACEINTZ, before final boss: 5.19m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 9,240,550 || 二代目ダライアス神-KZS || JHA (Aug 2017) || ACEINTZ, before final boss: 5.11m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 9,161,870 || 二代目ダライアス神-KZS || Played date: Apr 3, 2016&amp;lt;br&amp;gt;JHA (May 2016) || ACEINTZ, before final boss: 5.08m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 9,129,820 || ACU-AZUKI-KZS || Arcadia (Feb 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 9,083,220 || ひろりん || Arcadia (Feb 2010) || before final boss: 5.32m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 8,728,060 || ヘルニアM.B || Arcadia (Jun 2004) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 8,549,170 || ヘルニアM.B || Arcadia (May 2004) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 8,423,520 || ヘルニアM.B || Arcadia (Mar 2004) || autofire, ACEINTZ&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,856,700 || RMN? HRG-ひろりん || Arcadia (Feb 2004) || autofire B&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,836,600 || RMN? ひろりん♪ || Arcadia (Nov 2003) || 51.2k x1&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,714,570 || まい&amp;amp;#039;ん氏に感謝! HRG-ひろりん || Arcadia (Jun 2003) || autofire B (for milking drills at last boss)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,611,660 || HRG-ひろりん || Arcadia (Feb 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,551,870 || ダラスレマンセー HRG-ひろりん || Arcadia (Dec 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,529,300 || HRG-ひろりん || Arcadia (Oct 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,523,410 || SVG || Arcadia (Mar 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,511,160 || SVG || Arcadia (Feb 2000) || ACEINTZ&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 7,506,790 || ECM-ZENJI || Gamest (Aug 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 6,516,650 || ECM-ZENJI || Gamest (Jul 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,510,580 || ECM-ZENJI || Gamest (Jun 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f6a619928027317c0d76d1169f698bf5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 4,253,660 || ECM-ZENJI || Gamest (May 1987) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1987_007_%E3%83%80%E3%83%A9%E3%82%A4%E3%82%A2%E3%82%B9 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=37042 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Darius Burst Another Chronicle EX}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Darius Burst Another Chronicle EX (Taito)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Assault || class=&amp;quot;hor-merged-cell-first &amp;quot; | H zone || 226,951,000 || XAI || [https://twitter.com/KENO_XAI321/status/695584846249242624 Twitter] (Feb 5, 2016)&amp;lt;br&amp;gt;Internet Ranking (Feb 5, 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 221,753,400 || DMTetsu || Arcadia (May 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | I zone || 215,319,950 || XAI || [https://twitter.com/KENO_XAI321/status/1028524037327089665 Twitter] (Aug 12, 2018)&amp;lt;br&amp;gt;Internet Ranking (Aug 12, 2018) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 211,995,300 || KENO || Arcadia (Apr 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | J zone || 370,004,600 || プリン || [https://twitter.com/Purin30147/status/1123880484528955399 Twitter] (May 2, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 334,054,900 || 七蛛@あヤなミ社長改二 || Arcadia (Mar 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | K zone || 288,357,300 || - || Internet Ranking (Jan 5, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 286,774,100 || ありがとうございました! よどさん || JHA (Nov 2018) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | L zone || 266,063,590 || NANAKUMO || [https://twitter.com/se7en_spider/status/815566133424066560 Twitter] (Jan 1, 2017)&amp;lt;br&amp;gt;Internet Ranking (Jan 1, 2017) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 262,408,120 || 草壁 優季 || Arcadia (Dec 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 227,498,100 || 七蛛@あヤなミ || [https://twitter.com/se7en_spider/status/555663152931553281 Twitter] (Jan 15, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 15, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || 267,008,800 || KENO || [https://twitter.com/KENO_XAI321/status/513292707687444482 Twitter] (Sep 20, 2014)&amp;lt;br&amp;gt;Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Sep 20, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || X zone || 313,812,100 || KENO || [https://twitter.com/KENO_XAI321/status/468000240713203714 Twitter] (May 18, 2014)&amp;lt;br&amp;gt;Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (May 18, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 249,380,470 || 093 || Internet Ranking (Dec 1, 2017) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 240,595,410 || おみそ@ピラニアはゆるしません || [https://twitter.com/omiso33/status/556455036717236224 Twitter] (Jan 17, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Z zone || 356,523,900 || OMISO || [https://twitter.com/omiso33/status/1111647218996436992 Twitter] (Mar 29, 2019)&amp;lt;br&amp;gt;JHA (Apr 2019)&amp;lt;br&amp;gt;Internet Ranking (Mar 29, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Formula || class=&amp;quot;hor-merged-cell-first &amp;quot; | H zone || 192,067,900 || SG. || Internet Ranking (Aug 5, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 188,423,100 || YUN@へのつっぱりはいらんですよ! || Arcadia (Nov 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | I zone || 170,145,000 || MB@L || Internet Ranking (Nov 3, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 164,991,500 || SHOTIA軍団-えす☆さま(団長公認) || Arcadia (Nov 2011) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || J zone || 237,408,600 || プリン || Arcadia (Oct 2011)&amp;lt;br&amp;gt;Internet Ranking (Jul 7, 2011) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | K zone || 229,250,000 || ねこび || Internet Ranking (Mar 7, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 228,480,700 || ねこび || Arcadia (Apr 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || L zone || 225,606,160 || さらぉしび || [https://twitter.com/saraxoshibi/status/940236541623857152 Twitter] (Dec 11, 2017)&amp;lt;br&amp;gt;JHA (Dec 2017)&amp;lt;br&amp;gt;Internet Ranking (Dec 11, 2017) || route CGL, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 211,583,300 || KU@AKIBA || [https://twitter.com/kuakiba/status/1169971754141286401 Twitter] (Sep 6, 2019)&amp;lt;br&amp;gt;JHA (Sep 2019) || route ORV, Golden Ruler turn around x2, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 249,904,700 || SG. || Internet Ranking (May 28, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 238,505,400 || SG. || Arcadia (Jul 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 274,645,450 || SG. || Internet Ranking (May 17, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 270,974,600 || SG. || Arcadia (Jun 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || 195,153,380 || KUDZILLA@鯨元帥 || Arcadia (Apr 2014)&amp;lt;br&amp;gt;Internet Ranking (Jan 2, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Z zone || 283,926,900 || PCS || Internet Ranking (Apr 2, 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 282,345,300 || PCS || Arcadia (Feb 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Gaiden || class=&amp;quot;hor-merged-cell-first &amp;quot; | H zone || 194,078,000 || もっふる || [https://twitter.com/mofful_t/status/1084416909812977664 Twitter] (Jan 13, 2019)&amp;lt;br&amp;gt;Internet Ranking (Jan 13, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 190,399,700 || T³-TBC || [https://twitter.com/bonniexenon/status/698816953511579649 Twitter] (Feb 14, 2016)&amp;lt;br&amp;gt;JHA (Apr 2016) || route ADH&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || I zone || 190,170,350 || T³-TBC || [https://twitter.com/bonniexenon/status/964851203099172867 Twitter] (Feb 17, 2018)&amp;lt;br&amp;gt;JHA (Feb 2018)&amp;lt;br&amp;gt;Internet Ranking (Feb 17, 2018) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | J zone || 272,816,700 || STT(は) || Internet Ranking (Mar 25, 2017) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 268,567,900 || STT(は) || Arcadia (Apr 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | K zone || 266,175,100 || STT(は) || Internet Ranking (Jun 30, 2017) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 262,839,100 || STT(は) || Arcadia (Apr 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | L zone || 238,448,100 || STT(は) || [https://twitter.com/Cromlech7/status/743011188171116544 Twitter] (Jun 15, 2016)&amp;lt;br&amp;gt;Internet Ranking (Jun 15, 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 236,409,330 || STT(は) || Arcadia (Apr 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 198,009,400 || STT(は) || [https://twitter.com/Cromlech7/status/1548229591826702336 Twitter] (Jul 16, 2022)&amp;lt;br&amp;gt;JHA (Jul 2022) || route ORV, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || 233,519,600 || OAM-なおき || [https://twitter.com/oamnaoki/status/1131842724049457153 Twitter] (May 24, 2019)&amp;lt;br&amp;gt;JHA (Jun 2019) || route PSW&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || X zone || 287,603,500 || OAM-なおき || [https://twitter.com/oamnaoki/status/1119526082447757312 Twitter] (Apr 20, 2019)&amp;lt;br&amp;gt;JHA (Apr 2019) || route PSX&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || 191,387,910 || STT(は) || [https://twitter.com/Cromlech7/status/1436610553514848258 Twitter] (Sep 11, 2021)&amp;lt;br&amp;gt;JHA (Sep 2021) || route QUY&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Z zone || 282,761,850 || SAR || [https://twitter.com/wkym_SAR/status/1243192474215972864 Twitter] (Mar 26, 2020)&amp;lt;br&amp;gt;JHA (Apr 2020) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Genesis || class=&amp;quot;hor-merged-cell-first &amp;quot; | H zone || 227,399,400 || JIS. || Internet Ranking (Mar 30, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 225,430,500 || Jis@3010/ || [https://twitter.com/Jenejis/status/957615754047766529 Twitter] (Jan 28, 2018)&amp;lt;br&amp;gt;JHA (Feb 2018) || route ADH, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || I zone || 210,923,500 || みさき@愛ゲネシス無限軌道 || JHA (Apr 2018)&amp;lt;br&amp;gt;Internet Ranking (Apr 7, 2018) || route ADI, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || J zone || 289,029,950 || ねこび || Arcadia (Feb 2013)&amp;lt;br&amp;gt;Internet Ranking (Nov 17, 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || K zone || 274,587,100 || ねこび || Arcadia (Jun 2013)&amp;lt;br&amp;gt;Internet Ranking (Mar 15, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || L zone || 258,280,110 || MOTCHY!@ || JHA (Jul 2016)&amp;lt;br&amp;gt;Internet Ranking (Jun 21, 2016) || route CGL&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | V zone || 236,286,950 || プリン || [https://twitter.com/Purin30147/status/1167331511751692288 Twitter] (Aug 30, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 232,001,800 || みさき@裏光導ゲネシスさやか || JHA (Nov 2017)&amp;lt;br&amp;gt;Internet Ranking (Oct 28, 2017) || route ORV, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 281,249,000 || MENDOXEE || [https://twitter.com/mendokusee1/status/361399023745249281 Twitter] (Jul 28, 2013)&amp;lt;br&amp;gt;Internet Ranking (Jul 28, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 257,241,700 || 小悪マン(吊) || Arcadia (Apr 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 330,362,200 || NIKUO || [https://twitter.com/onraisan/status/1105454389538381825 Twitter] (Mar 12, 2019)&amp;lt;br&amp;gt;Internet Ranking (Mar 12, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 325,124,900 || チーム509-地獄龍-H.S || Arcadia (Jun 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 214,325,760 || KUSOGAME || [https://twitter.com/daramaus/status/419065027883057152 Twitter] (Mar 10, 2016)&amp;lt;br&amp;gt;Internet Ranking (Jan 3, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 209,768,900 || BPH-みっしー || Arcadia (Nov 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Z zone || 311,723,500 || WID || [https://twitter.com/daramaus/status/707823311884034048 Twitter] (Mar 10, 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 308,387,900 || チーム509-地獄龍-H.S || Arcadia (Sep 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Legend || H zone || 188,785,100 || KU@AKIBA || [https://twitter.com/kuakiba/status/1094536667581411329 Twitter] (Feb 10, 2019)&amp;lt;br&amp;gt;JHA (Feb 2019)&amp;lt;br&amp;gt;Internet Ranking (Feb 10, 2019) || Violent Ruler turn around x2&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || I zone || 169,777,050 || KU@AKIBA || [https://twitter.com/kuakiba/status/893074876482822144 Twitter] (Aug 3, 2017)&amp;lt;br&amp;gt;JHA (Aug 2017)&amp;lt;br&amp;gt;Internet Ranking (Aug 3, 2017) || route ADI&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | J zone || 242,026,200 || プリン || Internet Ranking (Dec 2, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 240,010,400 || プリン || Arcadia (Dec 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || K zone || 230,576,800 || プリン || Arcadia (Dec 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || L zone || 229,706,990 || GIL || [https://twitter.com/ma_00x/status/1451849713599139845 Twitter] (Oct 23, 2021)&amp;lt;br&amp;gt;JHA (Nov 2021) || route CGL, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 211,042,200 || KU@AKIBA || [https://twitter.com/kuakiba/status/1131828051090628609 Twitter] (May 24, 2019)&amp;lt;br&amp;gt;JHA (Jun 2019) || route ORV, Golden Ruler turn around x3, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || 242,684,200 || CAT@OOD || [https://twitter.com/Cat_ood/status/1376028746205945861 Twitter] (Mar 28, 2021)&amp;lt;br&amp;gt;JHA (Apr 2021) || no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || X zone || 263,018,400 || CAT@OOD (大出ねこ) || Arcadia (Jul 2013)&amp;lt;br&amp;gt;Internet Ranking (Apr 14, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 196,374,220 || ぴじょん || Internet Ranking (Jul 2, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 196,369,400 || ぴじょん || Arcadia (Jan 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Z zone || 282,120,400 || ACHIGANO || Arcadia (May 2014)&amp;lt;br&amp;gt;Internet Ranking (Jan 31, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Next || H zone || 190,425,000 || KU@AKIBA || [https://twitter.com/kuakiba/status/656501561271521280 Twitter] (Oct 20, 2015)&amp;lt;br&amp;gt;JHA (Mar 2016)&amp;lt;br&amp;gt;Internet Ranking (Oct 20, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || I zone || 169,178,000 || KU@AKIBA || [https://twitter.com/kuakiba/status/556116422686806017 Twitter] (Jan 16, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 16, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || J zone || 235,265,700 || タリちゃんマン || JHA (Mar 2016)&amp;lt;br&amp;gt;Internet Ranking (May 29, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || K zone || 227,257,050 || ねこび || Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 4, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | L zone || 224,752,280 || NURUTASO || Internet Ranking (Feb 22, 2018) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 221,144,200 || JMB-鶴牧水産網元(ひ) || Arcadia (Dec 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 211,342,400 || KU@AKIBA || [https://twitter.com/kuakiba/status/1183961860552318976 Twitter] (Oct 15, 2019)&amp;lt;br&amp;gt;JHA (Oct 2019) || route ORV, Golden Ruler turn around x2, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || 242,179,500 || CAT@OOD || [https://twitter.com/Cat_ood/status/1276737456679731200 Twitter] (Jun 27, 2020)&amp;lt;br&amp;gt;JHA (Jul 2020) || route PSW&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 271,370,800 || MB@L || Internet Ranking (Mar 11, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 257,624,200 || KU@AKIBA || Arcadia (Jul 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || 196,290,120 || SUことオワタマン || Arcadia (Nov 2013)&amp;lt;br&amp;gt;Internet Ranking (Aug 4, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Z zone || 280,422,600 || チーム509-JMB-ひろりん || Arcadia (Oct 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Origin || H zone || 161,640,400 || A.BOY || JHA (Apr 2016)&amp;lt;br&amp;gt;Internet Ranking (Apr 17, 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || I zone || 153,540,450 || A.BOY || Arcadia (Jul 2013)&amp;lt;br&amp;gt;Internet Ranking (Mar 24, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | J zone || 219,219,800 || 4103 || Internet Ranking (Mar 29, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 216,357,600 || おやだま || Arcadia (Dec 2011) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || K zone || 213,116,900 || ねこび || Arcadia (Jul 2014)&amp;lt;br&amp;gt;Internet Ranking (Mar 19, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | L zone || 185,158,110 || MUGIKO. || Internet Ranking (May 10, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 184,629,480 || AFO || Arcadia (Jun 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 166,230,300 || A.BOY || [https://twitter.com/hiropom_76/status/556815823830933505 Twitter] (Jan 18, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 18, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || 201,983,100 || IML-星白金-YUJ || Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 11, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || X zone || 230,252,050 || PSEX-よどさん || Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Dec 30, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || 147,314,270 || PAL(509) || Arcadia (Nov 2014)&amp;lt;br&amp;gt;Internet Ranking (Aug 10, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Z zone || 216,104,700 || チーム509-PAL(コレク) || [https://twitter.com/pal_collect/status/340832876851507200 Twitter] (Jun 1, 2013)&amp;lt;br&amp;gt;Arcadia (Sep 2013)&amp;lt;br&amp;gt;Internet Ranking (Jun 1, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Second || H zone || 162,300,800 || ..X || JHA (Nov 2019) || route ADH, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || I zone || 150,936,500 || A.BOY || [https://twitter.com/hiropom_76/status/551660429932367872 Twitter] (Jan 4, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 4, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | J zone || 210,665,000 || - || Internet Ranking (Sep 12, 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 209,947,800 || A.BOY || [https://twitter.com/hiropom_76/status/348752861011783680 Twitter] (Jun 23, 2013)&amp;lt;br&amp;gt;Arcadia (Oct 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || K zone || 210,143,800 || ねこび || Arcadia (Nov 2014)&amp;lt;br&amp;gt;Internet Ranking (Aug 19, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || L zone || 184,783,610 || WHM (白モンク) || [https://twitter.com/shiromonk/status/1127175182622158849 Twitter] (May 11, 2019)&amp;lt;br&amp;gt;JHA (May 2019) || route CGL, no miss&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 165,135,450 || A.BOY || [https://twitter.com/hiropom_76/status/546699011478941697 Twitter] (Dec 21, 2014)&amp;lt;br&amp;gt;Arcadia (Mar 2015)&amp;lt;br&amp;gt;Internet Ranking (Dec 21, 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || 197,647,900 || よどさん || JHA (Mar 2016)&amp;lt;br&amp;gt;Internet Ranking (Dec 18, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || X zone || 223,776,400 || よどさん || JHA (Apr 2016)&amp;lt;br&amp;gt;Internet Ranking (Apr 2, 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || 144,380,680 || T³-CYR-ATS || Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 9, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Z zone || 212,414,050 || T³-CYR-ATS || Arcadia (Apr 2015)&amp;lt;br&amp;gt;Internet Ranking (Jan 9, 2015) || &lt;br /&gt;
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&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-customtoggle-e3e4e7a850cd8c68a730d0fde71b9170 mw-collapsible&amp;quot;&lt;br /&gt;
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|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-customtoggle-e3e4e7a850cd8c68a730d0fde71b9170 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Assault || J zone || 363,733,600 || プリン || [https://twitter.com/Purin30147/status/1111627355397783553 Twitter] (Mar 29, 2019)&amp;lt;br&amp;gt;Internet Ranking (Mar 29, 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | K zone || 286,390,800 || TJ@みさきさんもおめでとうございます! || JHA (Apr 2018) || route CFK&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 225,083,200 || SHOTIA軍団-SHOTIA軍団長 || Arcadia (Nov 2011) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Z zone || 355,420,150 || OMISO || [https://twitter.com/omiso33/status/862608141363453958 Twitter] (May 11, 2017)&amp;lt;br&amp;gt;JHA (May 2017) || route QUZ&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 354,112,600 || OMISO || [https://twitter.com/omiso33/status/719794528320815105 Twitter] (Apr 12, 2016)&amp;lt;br&amp;gt;JHA (Apr 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 333,680,750 || CAB || Arcadia (Jul 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Formula || L zone || 225,216,640 || タコ太 || Arcadia (Apr 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | V zone || 211,232,500 || KU@AKIBA || [https://twitter.com/kuakiba/status/1149655865785323520 Twitter] (Jul 12, 2019)&amp;lt;br&amp;gt;JHA (Jul 2019) || route ORV, Golden Ruler turn around x2, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 210,731,500 || KU@AKIBA || [https://twitter.com/kuakiba/status/494870808066400256 Twitter] (Jul 31, 2014)&amp;lt;br&amp;gt;Arcadia (Nov 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Gaiden || H zone || 189,066,900 || T³-TBC VEG氏に感謝です || [https://twitter.com/bonnie_p_fav/status/499857495146237953 Twitter] (Aug 14, 2014)&amp;lt;br&amp;gt;Arcadia (Nov 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | I zone || 189,363,900 || T³-TBC || [https://twitter.com/bonniexenon/status/927153292785750021 Twitter] (Nov 5, 2017)&amp;lt;br&amp;gt;JHA (Nov 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 186,637,550 || T³-TBC || [https://twitter.com/bonniexenon/status/743066200515575808 Twitter] (Jun 15, 2016)&amp;lt;br&amp;gt;JHA (Jun 2016) || route ADI&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 186,366,650 || T³-TBC || JHA (Apr 2016) || route ADI&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 185,957,050 || T³-TBC VEG氏に感謝です || [https://twitter.com/bonnie_p_fav/status/500581495128346626 Twitter] (Aug 16, 2014)&amp;lt;br&amp;gt;Arcadia (Nov 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | V zone || 197,609,300 || STT(は) || [https://twitter.com/Cromlech7/status/1547198193623961600 Twitter] (Jul 13, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 197,590,100 || STT(は) || [https://twitter.com/Cromlech7/status/1531969048853942272 Twitter] (Jun 1, 2022)&amp;lt;br&amp;gt;JHA (Jun 2022) || route ORV, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 197,276,700 || KDK-TAKEYUKI || JHA (Mar 2016)&amp;lt;br&amp;gt;Internet Ranking (Mar 15, 2016) || route ORV&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 189,649,500 || チーム509-RAYS || Arcadia (Sep 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 233,450,450 || OAM-なおき || [https://twitter.com/oamnaoki/status/1053557461632737281 Twitter] (Oct 20, 2018)&amp;lt;br&amp;gt;JHA (Oct 2018) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 232,957,550 || OAM-なおき || [https://twitter.com/oamnaoki/status/1035868225207062528 Twitter] (Sep 1, 2018)&amp;lt;br&amp;gt;JHA (Sep 2018) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 232,857,650 || OAM-なおき || [https://twitter.com/oamnaoki/status/974620458791219202 Twitter] (Mar 16, 2018)&amp;lt;br&amp;gt;JHA (Mar 2018) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 232,264,800 || OAM-なおき || [https://twitter.com/oamnaoki/status/937243047686836224 Twitter] (Dec 3, 2017)&amp;lt;br&amp;gt;JHA (Dec 2017) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 231,354,450 || OAM-なおき || [https://twitter.com/oamnaoki/status/899267826589900800 Twitter] (Aug 20, 2017)&amp;lt;br&amp;gt;JHA (Aug 2017) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 230,673,000 || OAM-なおき || JHA (Mar 2017) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,551,300 || OAM-Naoki || JHA (Jul 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 226,417,200 || STT(は) || Arcadia (Nov 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 287,070,100 || OAM-なおき || [https://twitter.com/oamnaoki/status/988027104053772288 Twitter] (Apr 22, 2018)&amp;lt;br&amp;gt;JHA (May 2018) || route PSX&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 286,802,200 || OAM-なおき || [https://twitter.com/oamnaoki/status/978241894005202944 Twitter] (Mar 26, 2018)&amp;lt;br&amp;gt;JHA (Apr 2018) || route PSX&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 286,556,000 || OAM-なおき || [https://twitter.com/oamnaoki/status/868086304801562624 Twitter] (May 26, 2017)&amp;lt;br&amp;gt;JHA (Jun 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 285,220,450 || OAM-なおき || [https://twitter.com/oamnaoki/status/799194021356650496 Twitter] (Nov 17, 2016)&amp;lt;br&amp;gt;JHA (Nov 2016) || route PSX&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 284,507,000 || OAM-Naoki || JHA (Jul 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 283,579,100 || NIKUO || [https://twitter.com/onraisan/status/556806217037651971 Twitter] (Jan 18, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || 186,609,390 || T³-TBC || Arcadia (Nov 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Z zone || 278,902,550 || SAR || [https://twitter.com/wkym_SAR/status/809704433210703872 Twitter] (Dec 16, 2016)&amp;lt;br&amp;gt;JHA (Dec 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 277,221,000 || SAR || [https://twitter.com/wkym_SAR/status/731839218201169922 Twitter] (May 15, 2016)&amp;lt;br&amp;gt;JHA (May 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 271,990,900 || LOS || Arcadia (Apr 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Genesis || H zone || 221,165,800 || 地獄龍H.S || Arcadia (Sep 2012) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | I zone || 209,272,050 || みさき@愛ゲネシスさやか || JHA (Nov 2017) || route ADI, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 208,731,800 || みさき@愛ゲネシスさやか || Arcadia (Mar 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | L zone || 257,808,190 || MOTCHY!@ || JHA (Jun 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 257,755,670 || 地獄龍H.S || Arcadia (Aug 2012) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Z zone || 310,442,350 || AKAPIRA || Internet Ranking (Nov 8, 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Legend || class=&amp;quot;hor-merged-cell-first &amp;quot; | H zone || 188,731,300 || KU@AKIBA || [https://twitter.com/kuakiba/status/1075616947314688001 Twitter] (Dec 20, 2018)&amp;lt;br&amp;gt;JHA (Jan 2019) || Violent Ruler turn around x1&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 188,334,500 || KU@AKIBA || [https://twitter.com/kuakiba/status/1069853083373469696 Twitter] (Dec 4, 2018)&amp;lt;br&amp;gt;JHA (Dec 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 188,165,100 || YUN@マッチョドラゴン || Arcadia (Oct 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | I zone || 169,091,000 || KU@AKIBA || [https://twitter.com/kuakiba/status/881064071428153344 Twitter] (Jul 1, 2017)&amp;lt;br&amp;gt;JHA (Jul 2017) || route ADI, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 167,820,650 || KU@AKIBA || [https://twitter.com/kuakiba/status/876050983003934721 Twitter] (Jun 17, 2017)&amp;lt;br&amp;gt;JHA (Jun 2017) || route ADI, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 167,011,600 || KU@AKIBA || [https://twitter.com/kuakiba/status/852824935735083009 Twitter] (Apr 14, 2017)&amp;lt;br&amp;gt;JHA (Apr 2017) || route ADI, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 166,222,800 || TKY || Arcadia (Feb 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | L zone || 229,124,420 || GIL || [https://twitter.com/ma_00x/status/1328390754666913793 Twitter] (Nov 16, 2020)&amp;lt;br&amp;gt;JHA (Dec 2020) || route CGL, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,974,820 || GIL || [https://twitter.com/ma_00x/status/1080021563414478848 Twitter] (Jan 1, 2019)&amp;lt;br&amp;gt;JHA (Jan 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,955,080 || GIL || [https://twitter.com/ma_00x/status/990978106155450370 Twitter] (Apr 30, 2018)&amp;lt;br&amp;gt;JHA (May 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,928,440 || GIL || [https://twitter.com/ma_00x/status/939488005537984512 Twitter] (Dec 9, 2017)&amp;lt;br&amp;gt;JHA (Dec 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,351,720 || GIL || [https://twitter.com/ma_00x/status/918857316279115776 Twitter] (Oct 13, 2017)&amp;lt;br&amp;gt;JHA (Oct 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,304,510 || GIL || JHA (Mar 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,200,370 || GIL || JHA (Oct 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 228,001,160 || GIL || JHA (Sep 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 227,971,270 || GIL || JHA (Mar 2016) || route CGL&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 227,419,730 || 地獄龍H.S || Arcadia (Aug 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | V zone || 210,539,100 || KU@AKIBA || [https://twitter.com/kuakiba/status/1129980700587728896 Twitter] (May 19, 2019)&amp;lt;br&amp;gt;JHA (May 2019) || route ORV, Golden Ruler turn around x2, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 208,376,700 || KU@AKIBA || [https://twitter.com/kuakiba/status/1117761117277712385 Twitter] (Apr 15, 2019)&amp;lt;br&amp;gt;JHA (Apr 2019) || route ORV, Golden Ruler turn around x3, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 200,623,450 || YUN@ || Arcadia (Feb 2012) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 242,465,700 || CAT@OOD || [https://twitter.com/Cat_ood/status/1347799228412698626 Twitter] (Jan 9, 2021)&amp;lt;br&amp;gt;JHA (Jan 2021) || route PSW, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 242,265,650 || CAT@OOD || [https://twitter.com/Cat_ood/status/1292347569683623939 Twitter] (Aug 9, 2020)&amp;lt;br&amp;gt;JHA (Aug 2020) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 242,101,200 || 入荷記念@CAT || Arcadia (Oct 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Next || H zone || 189,446,700 || KU@AKIBA || [https://twitter.com/kuakiba/status/553204972267900929 Twitter] (Jan 8, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || J zone || 233,472,550 || POP1@ || Arcadia (Apr 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || V zone || 208,435,400 || KU@AKIBA || [https://twitter.com/kuakiba/status/353330751888048129 Twitter] (Jul 6, 2013)&amp;lt;br&amp;gt;Arcadia (Oct 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 241,896,800 || CAT@OOD || [https://twitter.com/Cat_ood/status/1249253771521052672 Twitter] (Apr 12, 2020)&amp;lt;br&amp;gt;JHA (Apr 2020) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 241,790,000 || CAT@大出会長復活記念 || [https://twitter.com/Cat_ood/status/1176017131411894272 Twitter] (Sep 23, 2019)&amp;lt;br&amp;gt;JHA (Oct 2019) || no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 241,563,200 || CAT@OOD || JHA (Jun 2019) || route PSW&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 241,250,300 || さらば伝統の紙面集計@CAT || Arcadia (Feb 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Origin || H zone || 161,335,800 || A.BOY || [https://twitter.com/hiropom_76/status/325975617172566017 Twitter] (Apr 21, 2013)&amp;lt;br&amp;gt;Arcadia (Jul 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Second || H zone || 162,173,500 || A.BOY || [https://twitter.com/hiropom_76/status/556257045779726336 Twitter] (Jan 17, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | L zone || 184,475,360 || WHM (白モンク) || [https://twitter.com/shiromonk/status/1025743564226015232 Twitter] (Aug 4, 2018)&amp;lt;br&amp;gt;JHA (Aug 2018) || route CGL, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 184,143,720 || WHM (白モンク) || [https://twitter.com/shiromonk/status/934438819264208896 Twitter] (Nov 25, 2017)&amp;lt;br&amp;gt;JHA (Dec 2017) || route CGL, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 184,132,410 || WHM (白モンク) || [https://twitter.com/shiromonk/status/909797155333849088 Twitter] (Sep 18, 2017)&amp;lt;br&amp;gt;JHA (Sep 2017) || route CGL, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 183,874,240 || WHM (白モンク) || [https://twitter.com/shiromonk/status/871340213640896512 Twitter] (Jun 4, 2017)&amp;lt;br&amp;gt;JHA (Jun 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 182,348,760 || WHM (白モンク) || Arcadia (Jan 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 222,760,800 || よどさん || JHA (Mar 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-e3e4e7a850cd8c68a730d0fde71b9170&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 221,003,200 || NIKUO || Arcadia (Nov 2013) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://darius.jp/dbac/ranking/normalgame.php Official Online Ranking]&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2011_012_%E3%83%80%E3%83%A9%E3%82%A4%E3%82%A2%E3%82%B9%E3%83%90%E3%83%BC%E3%82%B9%E3%83%88ACEX_%E3%83%95%E3%82%A7%E3%82%A4%E3%82%BA2 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=38467 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Darius Extra}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Darius Extra (Taito)&lt;br /&gt;
|-&lt;br /&gt;
! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| upper Z zone || 9,987,540 || えいつを || Leaderboards Cozmic Collection (Switch) || &lt;br /&gt;
|-  &lt;br /&gt;
| upper V zone || 10,913,870 || kirin19871217 || Leaderboards Cozmic Collection (PS4)&amp;lt;br&amp;gt;[https://youtu.be/y0U9hLThidI Youtube] (Jul 15, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| W zone || 10,568,160 || 二代目ダライアス神-KZS || [https://youtu.be/GKVUiqyUQVs Youtube] (Mar 16, 2018) || played on PS4 (not submitted to the leaderboards)&lt;br /&gt;
|-  &lt;br /&gt;
| X zone || 10,500,640 || 二代目ダライアス神-KZS || [https://youtu.be/TMEH07eiOpI Youtube] (Mar 16, 2018) || played on PS4 (not submitted to the leaderboards)&lt;br /&gt;
|-  &lt;br /&gt;
| Y zone || 10,632,880 || Da-1_Salamander || Leaderboards Cozmic Collection (PS4)&amp;lt;br&amp;gt;[https://youtu.be/4G71n4LOfb0 Youtube] (Jul 17, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| lower Z zone || 11,503,620 || kirin19871217 || Leaderboards Cozmic Collection (PS4)&amp;lt;br&amp;gt;[https://youtu.be/_Odf3kS_bTA Youtube] (Jul 17, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| lower V zone || 10,149,810 || Da-1_Salamander || Leaderboards Cozmic Collection (PS4)&amp;lt;br&amp;gt;[https://youtu.be/B1GF8UPr7Fk Youtube] (Jul 17, 2022) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=37042 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Darius Gaiden}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Darius Gaiden (Taito)&lt;br /&gt;
|-&lt;br /&gt;
! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | V zone || 13,101,220 || もっくん || [https://www.nicovideo.jp/watch/sm22775966 Niconico] (Jan 30, 2014) || autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | 13,054,110 || class=&amp;quot;hor-counterstop-soft &amp;quot; | TYR－ひむ || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Mar 30, 1995) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | V&amp;amp;#039; zone || 11,998,660 || G.M.C.IMO || Played date: ca. 2004~2005&amp;lt;br&amp;gt;[https://twitter.com/imochan512/status/1265620412039233542 Twitter] (May 27, 2020)&amp;lt;br&amp;gt;[https://youtu.be/CRg_2xClDHU Youtube] (May 27, 2020) || autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | 11,949,320 || class=&amp;quot;hor-counterstop-soft &amp;quot; | GGE-HOGE-K.N || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Apr 1995)&amp;lt;br&amp;gt;Micom Basic (Apr 1995) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 12,942,290 || もっくん || [https://twitter.com/takeomokkun1/status/683639630030213120 Twitter] (Jan 3, 2016)&amp;lt;br&amp;gt;[https://www.nicovideo.jp/watch/sm27937894 Niconico] (Jan 4, 2016) || autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | 12,694,220 || class=&amp;quot;hor-counterstop-soft &amp;quot; | HOGEよーじ || class=&amp;quot;hor-counterstop-soft &amp;quot; | Micom Basic (May 1995) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 13,143,930 || もっくん || [https://twitter.com/takeomokkun1/status/688006099492995072 Twitter] (Jan 15, 2016)&amp;lt;br&amp;gt;[https://www.nicovideo.jp/watch/sm28014879 Niconico] (Jan 15, 2016) || autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | 12,851,810 || class=&amp;quot;hor-counterstop-soft &amp;quot; | CYCLONE-R.T || class=&amp;quot;hor-counterstop-soft &amp;quot; | Micom Basic (May 1995) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 13,520,420 || もっくん || [https://twitter.com/takeomokkun1/status/514437871776718848 Twitter] (Sep 23, 2014)&amp;lt;br&amp;gt;[http://www.nicovideo.jp/watch/sm24538587 Niconico] (Sep 24, 2014) || autofire, 51.2k x1, 25.6k x3&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | 13,222,100 || class=&amp;quot;hor-counterstop-soft &amp;quot; | サークルYU-J || class=&amp;quot;hor-counterstop-soft &amp;quot; | Micom Basic (May 1995) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Z zone || 12,811,310 || もっくん || [https://twitter.com/takeomokkun1/status/512183981601587202 Twitter] (Sep 17, 2014)&amp;lt;br&amp;gt;[https://twitter.com/takeomokkun1/status/512183981601587202 Niconico] (Sep 18, 2014) || autofire, 51.2k x4, 25.6k x1&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | 12,798,470 || class=&amp;quot;hor-counterstop-soft &amp;quot; | GGE-HOGE-K.N || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Apr 1995)&amp;lt;br&amp;gt;Micom Basic (May 1995) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Z&amp;amp;#039; zone || 15,018,020 || DBS || [https://twitter.com/dbsqawsedrftgyh/status/734404994581946368 Twitter] (May 22, 2016) || autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | 14,060,350 || class=&amp;quot;hor-counterstop-soft &amp;quot; | さらばガウ隊 GAUT-Y.T(発)(狂)(山) || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Apr 1995) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire, before final boss: 4.01m, 4L 5B remaining, 6 captains&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-customtoggle-10a3c8366714c15931b59b93368cad40 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-customtoggle-10a3c8366714c15931b59b93368cad40 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | V zone || 13,008,240 || CYCLONE-R.T || Gamest (Feb 28, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,939,070 || 岩瀬夫人妊娠おめでとう。 TYR-ひむ || Gamest (Feb 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,795,170 || TYR-HIM || Gamest (Dec 30, 1994) || autofire, 5B remaining, 6 captains&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 11,560,980 || T.Clue-KOS || Gamest (Dec 15, 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | V&amp;amp;#039; zone || 11,902,920 || CYCLONE-HURRICANCE || Gamest (Feb 28, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 11,885,680 || K.N || Gamest (Feb 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 11,847,340 || K.N || Gamest (Jan 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 11,552,150 || 近江からの使者 || Gamest (Dec 30, 1994) || autofire, 5B remaining, 6 captains&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 11,058,860 || 近江からの使者 || Gamest (Dec 15, 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 12,614,800 || IML-星白金-YUJ || Gamest (Mar 30, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,454,840 || IML-星白金-YUJ || Gamest (Feb 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,344,460 || GGE-KFC-IML-YUJ || Gamest (Jan 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,093,710 || KFC-星白金-IML || Gamest (Dec 30, 1994) (corrected in Gamest Feb 15, 1995) || autofire, 5B remaining, 5 captains&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 9,975,730 || GGE-LOGIN-神宮ボー || Gamest (Dec 15, 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 12,799,740 || CYCLONE-R.T || Gamest (Apr 1995) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,778,420 || IML-星白金-YUJ || Gamest (Mar 30, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,769,240 || T.Clue-rカモネ || Gamest (Feb 28, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,641,840 || IML-星白金-IML || Gamest (Feb 15, 1995) (corrected in Gamest Mar 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,412,620 || GGE-HFCは脱会-IML-YUJ || Gamest (Jan 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,207,260 || KFC-星白金-IML || Gamest (Dec 30, 1994) || autofire, 5B remaining, 4 captains&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 9,165,530 || AFO || Gamest (Dec 15, 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 13,199,720 || HOGEよーじ || Gamest (Apr 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,137,730 || IML-星白金-YUJ || Gamest (Mar 30, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,984,910 || T.Clue-rカモネ || Gamest (Feb 28, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,827,880 || T.Clue-rカモネ || Gamest (Feb 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,762,040 || プッチンプリンパワー使用 GIML-YUJ || Gamest (Jan 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,355,800 || T.Clue-rカモネ || Gamest (Dec 30, 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 11,212,310 || IML-YUJ || Gamest (Dec 15, 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Z zone || 12,713,620 || CYCLONE-HURRICANE || Gamest (Mar 30, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,688,750 || DMK-IOM² || Gamest (Feb 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,626,030 || 近江からの使者 || Gamest (Jan 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,344,910 || GGE-RBN(一月だけ)-LOGIN || Gamest (Dec 30, 1994) || autofire, 4L 5B remaining, 6 captains&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 11,293,160 || GGE-LOGIN-男のシンポルワシ || Gamest (Dec 15, 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Z&amp;amp;#039; zone || 13,606,450 || 京城 || Gamest (Mar 30, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,339,920 || 京城 || Gamest (Feb 28, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,708,030 || 京城 || Gamest (Feb 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,174,790 || GCE-よれよれ-ヘロロロ ダチは少なめ || Gamest (Jan 15, 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 11,529,110 || GGE-星白金-HIR || Gamest (Dec 30, 1994) || autofire, 5B remaining, 6 captains&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-10a3c8366714c15931b59b93368cad40&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 9,674,040 || GGE-星白金-HIR || Gamest (Dec 15, 1994) || autofire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Japanese scoreboard closed in Gamest issue April 1995 due to the detection of an invincibility glitch. For details, see [https://youtu.be/CR-k61OP-Ag this video].&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=173 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Darius Gaiden Extra}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Darius Gaiden Extra (Taito)&lt;br /&gt;
|-&lt;br /&gt;
! Player Side !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| 2P || 43,398,250 || もっくん || [https://twitter.com/takeomokkun1/status/757091410587717632 Twitter] (Jul 24, 2016) || 9L 10B remaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: A player going by the name 山田太郎 has achieved 43.7 million points but no picture proof exists of this score.&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=37052 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Darius II}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Darius II (Taito)&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Dual Screen || upper Z zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,856,700 || class=&amp;quot;hor-counterstop-soft &amp;quot; | 闘龍-MATSU || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Nov 1990) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire, 585k from Yamato&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || upper V zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 4,022,700 || class=&amp;quot;hor-counterstop-soft &amp;quot; | 闘龍-MATSU || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 4,130,590 || class=&amp;quot;hor-counterstop-soft &amp;quot; | PAL君、シグマに来てネ (松)(表) || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || X zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,932,320 || class=&amp;quot;hor-counterstop-soft &amp;quot; | お帰りはボロ自転車 闘龍-MATSU || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Dec 1990) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,931,490 || class=&amp;quot;hor-counterstop-soft &amp;quot; | ラーメンパワー使用 闘龍-MATSU || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Dec 1990) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || lower Z zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,586,550 || class=&amp;quot;hor-counterstop-soft &amp;quot; | KOH || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Nov 1990) (corrected in Gamest Dec 1990) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || lower V zone || 3,193,810 || CVM-MID涼 || Gamest (May 1991) || autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Triple Screen || upper Z zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,730,810 || class=&amp;quot;hor-counterstop-soft &amp;quot; | CVM-MID涼 || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || upper V zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,836,110 || class=&amp;quot;hor-counterstop-soft &amp;quot; | CVM-MID涼 || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || W zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,941,580 || class=&amp;quot;hor-counterstop-soft &amp;quot; | CVM-MID涼 || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || X zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,769,280 || class=&amp;quot;hor-counterstop-soft &amp;quot; | (S)ZZG-PUL || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Y zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,697,350 || class=&amp;quot;hor-counterstop-soft &amp;quot; | CVM-MID涼 || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || lower Z zone || class=&amp;quot;hor-counterstop-soft &amp;quot; | 3,573,020 || class=&amp;quot;hor-counterstop-soft &amp;quot; | CVM-MID涼 || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Jan 1991) || class=&amp;quot;hor-counterstop-soft &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || lower V zone || 3,141,220 || コミケで当り本引いた男!! ZZG-PUL || Gamest (Mar 1991) (corrected in Gamest Apr 1991) || autofire&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-customtoggle-f19f129ae6eea5756806b1d3c1640445 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-customtoggle-f19f129ae6eea5756806b1d3c1640445 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Version !! Route !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Dual Screen || class=&amp;quot;hor-merged-cell-first &amp;quot; | upper Z zone || 3,740,910 || 闘龍-MATSU || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,675,120 || 闘龍-MAT || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,614,500 || 闘竜-MAT || Gamest (Aug 1990) || autofire, 350k from Yamato&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,521,090 || SL-HYK-松本(変) || Gamest (Jul 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,481,520 || 元空手部副部長! 松本泰樹(変) || Gamest (Jun 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,403,230 || あと7万以上のびる KOH || Gamest (May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,383,350 || IML-PET || Gamest (Apr 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,367,890 || YUJ || Gamest (Feb 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,352,250 || Mr.まさし君(馬) || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,136,880 || Mr.まさし君(す) || Gamest (Dec 1989) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | upper V zone || 4,016,940 || KOH || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,846,600 || KOH || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,749,420 || KOH || Gamest (Aug 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,618,100 || 俺はGAMEST! 松本泰樹 || Gamest (Jun 1990) || autofire, score lower than what was previously submitted in Gamest issue 1990-05&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,620,320 || ヤマトは自己２位の点 KOH || Gamest (May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,574,530 || KOH || Gamest (Apr 1990) (corrected in Gamest May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,520,640 || 360万は見えているのに...... KOH || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,518,740 || 来月まで粘るよ! MAD(た) || Gamest (Feb 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,470,720 || Mr.まさし君(馬) || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,384,670 || TYRANT-ひむ(ご) || Gamest (Dec 1989) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 4,117,450 || 闘龍-MATSU || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,112,060 || KOH || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,999,420 || 闘竜-MAT || Gamest (Aug 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,850,220 || ケンカまかせろ! 松本泰樹(変) || Gamest (Jun 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,741,350 || やっと出たKOH || Gamest (May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,730,040 || IML-YUJ || Gamest (Apr 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,713,580 || EXCEL-URX-TEC || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,485,930 || IMU-UUU(た) || Gamest (Dec 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 3,915,110 || 闘龍-MATSU || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,763,560 || 闘竜-MAT || Gamest (Aug 1990) || autofire, 350k from Yamato&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,661,820 || EXCEL-URX-TEC || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,376,910 || URX-TEC || Gamest (Dec 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 3,915,680 || 闘龍-MATSU || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,855,860 || 闘龍-MAT || Gamest (Sep 1990) || autofire, 480k from Yamato, ACFINTY&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,794,430 || KOH || Gamest (Aug 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,654,790 || SL-HYK-松本(変) || Gamest (Jul 1990) || autofire, 290k from Yamato&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,565,070 || KOH || Gamest (Jun 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,534,180 || Xはムリ! KOH || Gamest (May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,516,040 || KOH || Gamest (Apr 1990) (corrected in Gamest May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,459,140 || Mr.まさし君(馬) || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,374,400 || YUJ || Gamest (Dec 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | lower Z zone || 3,573,490 || MPL || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,572,460 || KOH || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,572,030 || MPL || Gamest (Aug 1990) || autofire, embryo 64k&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,564,840 || せこいぞ五代くん! MPL || Gamest (Jul 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,564,760 || HCS-MPL || Gamest (Apr 1990) (corrected in Gamest May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,558,450 || ガセネタがライバル HCS-MPL || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,545,990 || これは甘い!! HCS-MPL || Gamest (Feb 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,531,890 || TYRANT-EXE || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,445,280 || YUJ || Gamest (Dec 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | lower V zone || 3,129,840 || MID涼 || Gamest (Jan 15, 1995) || no autofire, score lower than what was previously submitted in Gamest issue 1991-05. A separate category &amp;amp;#039;no autofire&amp;amp;#039; does not exist.&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,193,550 || つれない恋はしちゃダメね!! 黄昏(C)MID涼 || Gamest (Mar 1991) (corrected in Gamest Apr 1991) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,188,920 || IML-YUJ || Gamest (Sep 1990) || autofire, ACFJOUV&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,158,920 || IML-YUJ || Gamest (Jul 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,126,360 || IML-YUJ || Gamest (May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,124,040 || IML-YUJ || Gamest (Apr 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,122,040 || YUJ || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,114,530 || 今月はきついか!! HCS-MPL || Gamest (Feb 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,107,140 || HCS-MPL || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,054,940 || IML-UUU(た) || Gamest (Dec 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Triple Screen || class=&amp;quot;hor-merged-cell-first &amp;quot; | upper Z zone || 3,710,150 || ９月色々悩んだよ(涙) || Gamest (Dec 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,520,400 || じゃみんぐの絵欲しい (S)-ZZG-PUL(星) || Gamest (Nov 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,471,570 || CVM-MID涼 || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,410,560 || EXCEL-RVS-GUN || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,408,350 || EXCEL-RVS-GUN || Gamest (Feb 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | upper V zone || 3,820,730 || 学校休んで上のV! CVM-MID涼 || Gamest (Dec 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,702,180 || 帰りぎわに一発君 CVM-MID涼(9) || Gamest (Nov 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,663,590 || CVM-MID涼 || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,606,440 || EXCEL-RVS-GUN || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,551,160 || EXCEL-RVS-GUN || Gamest (Feb 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,490,240 || 堀田康道 || Gamest (Jan 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | W zone || 3,905,730 || 騒ぐ事大好きな男の子 CVM-MID涼 || Gamest (Dec 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,830,140 || (S)はSBKの略称 (遊)WIZ!(個) || Gamest (Nov 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,792,170 || CVM-MID涼 || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,783,070 || 人に優しくなりました。 CVM-MID涼 || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,763,830 || EXCEL-RVS-GUN || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,705,100 || EXCEL-RVS-GUN || Gamest (Feb 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | X zone || 3,745,180 || おとし子で17連敗 CVM-MID涼 || Gamest (Dec 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,696,150 || ウイルトーク大嫌いのCVM-MID涼(個) || Gamest (Nov 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,600,020 || CVM-MID涼 || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,582,020 || CVM-MID涼 || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,552,900 || はいりはいりふりはりほ WIZ! (遊) || Gamest (Aug 1990) || autofire, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,520,480 || EXCEL-RVS-GUN || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,507,650 || EXCEL-RVS-GUN || Gamest (Feb 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Y zone || 3,648,800 || MPYよしみ君来店(祝) (S)-ZZG-PUL || Gamest (Dec 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,620,910 || 20点ならまかせて。CVM-MID涼(加) || Gamest (Nov 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,607,180 || CVM-MID涼 || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,552,910 || じれったくてごめんね CVM-MID涼 || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,526,450 || 日本一のダメ男だよ! CVM-MID涼 || Gamest (Aug 1990) || autofire, 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,492,570 || EXCEL-RVS-GUN || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,477,830 || EXCEL-RVS-GUN || Gamest (Feb 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | lower Z zone || 3,572,130 || 僕の勇気まだまだね! CVM-MID涼 || Gamest (Dec 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,567,830 || この面僕だいすき! CVM-MID涼(だ) || Gamest (Nov 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,566,230 || CVM-MID涼 || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,562,110 || CVM-MID涼 || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,561,070 || 小悪魔的存在のCVM-MID涼 || Gamest (Aug 1990) || autofire, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,560,260 || ちゃぶ台全部星ひゅう馬 CVM-MID涼 || Gamest (Jul 1990) || autofire, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,556,810 || CVM-MID涼 || Gamest (Jun 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,554,710 || CVM-MID(涼) || Gamest (May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,526,890 || CVM-MID(涼) || Gamest (Apr 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,513,480 || CVM-MID涼 || Gamest (Feb 1990) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | lower V zone || 3,141,220 || ZZG-PUL || Gamest (Apr 1991) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,138,890 || ノーベルで500m走 (S)-ZZG-PUL || Gamest (Dec 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,122,130 || 第二の夢への旅立ちです。 CVM-MID涼 || Gamest (Oct 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,121,830 || 間抜けな私にリンリンリン CVM-MID涼 || Gamest (Sep 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,119,970 || 引退しても応授してね CVM-MID涼 || Gamest (Aug 1990) || autofire, 8L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,115,880 || 笑顔の行方の終着点 CVM-MID涼 || Gamest (Jul 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,114,980 || CVM-MID涼 || Gamest (Jun 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,114,960 || CVM-MID涼 || Gamest (May 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,100,790 || EXCEL-RVS-POKEN || Gamest (Mar 1990) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-f19f129ae6eea5756806b1d3c1640445&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,100,340 || EXCEL-RVS-POKEN || Gamest (Feb 1990) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Japanese scoreboard for all routes except lower V closed February 1991 due to the detection of an infinite pattern in zone B (Steel Spine milk).&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=52848 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Darwin 4078}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Darwin 4078 (Data East)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first hor-counterstop-soft &amp;quot; | 10,000,000+α || class=&amp;quot;hor-counterstop-soft &amp;quot; | 谷口高博 || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Sep 1986) || class=&amp;quot;hor-counterstop-soft &amp;quot; | &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last hor-counterstop-soft &amp;quot; |  || class=&amp;quot;hor-counterstop-soft &amp;quot; | FUL || class=&amp;quot;hor-counterstop-soft &amp;quot; | Micom Basic (Jun 1986) || class=&amp;quot;hor-counterstop-soft &amp;quot; | stage 108&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Japanese scoreboard closed after the achievement of the target score of 10,000,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Deathsmiles}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Deathsmiles (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Route !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Canyon || Casper || 611,769,831 || SPE || [https://twitter.com/SPE2500/status/1451481426218553350 Twitter] (Oct 22, 2021)&amp;lt;br&amp;gt;JHA (Nov 2021) || macro button A+B&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Follett || 703,979,983 || SPE || [https://twitter.com/SPE2500/status/1082554324641665025 Twitter] (Jan 8, 2019)&amp;lt;br&amp;gt;JHA (Jan 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Rosa || 683,378,097 || SPE || [https://twitter.com/SPE2500/status/1496373627947995137 Twitter] (Feb 23, 2022)&amp;lt;br&amp;gt;JHA (Mar 2022) || macro button A+B&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Windia || 621,363,428 || SPE || [https://twitter.com/SPE2500/status/1181863902151237632 Twitter] (Oct 9, 2019)&amp;lt;br&amp;gt;JHA (Oct 2019)&amp;lt;br&amp;gt;[https://youtu.be/ZFc_K3-RaNo Youtube] (Oct 10, 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | No Canyon || Casper || 510,771,013 || SPE || [https://twitter.com/SPE2500/status/1381935666439745539 Twitter] (Apr 13, 2021)&amp;lt;br&amp;gt;JHA (Apr 2021)&amp;lt;br&amp;gt;[https://youtu.be/9O3gLzurl4o Youtube] (Jan 21, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Follett || 592,807,590 || SPE || JHA (Aug 2017) || highest score Arcade&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 600,897,900 || SPE || [https://twitter.com/SPE2500/status/758649529570701313 Twitter] (Jul 28, 2016)&amp;lt;br&amp;gt;[http://www.nicovideo.jp/watch/sm29336898 Niconico] (Jul 29, 2016) || highest score Xbox 360&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Rosa || 576,797,544 || SPE || [https://twitter.com/SPE2500/status/1497914959967436800 Twitter] (Feb 27, 2022)&amp;lt;br&amp;gt;JHA (Mar 2022) || macro button A+B&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Windia || 516,662,987 || SPE || [https://twitter.com/SPE2500/status/1149266161151856641 Twitter] (Jul 11, 2019)&amp;lt;br&amp;gt;JHA (Jul 2019) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-customtoggle-a66983728ff86684b31b804d1363a5f2 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-customtoggle-a66983728ff86684b31b804d1363a5f2 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Route !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Canyon || class=&amp;quot;hor-merged-cell-first &amp;quot; | Casper || 605,740,132 || SPE || [https://twitter.com/SPE2500/status/1447910030540345351 Twitter] (Oct 12, 2021)&amp;lt;br&amp;gt;JHA (Oct 2021) || macro button A+B&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 600,269,860 || SPE || [https://twitter.com/SPE2500/status/1410614768444928011 Twitter] (Jul 1, 2021)&amp;lt;br&amp;gt;JHA (Jul 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 598,767,418 || SPE || [https://twitter.com/SPE2500/status/1395747876551024641 Twitter] (May 21, 2021)&amp;lt;br&amp;gt;JHA (Jun 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 594,058,662 || SPE || [https://twitter.com/SPE2500/status/1383777079418789896 Twitter] (Apr 18, 2021)&amp;lt;br&amp;gt;JHA (Apr 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 582,068,497 || SPE || [https://twitter.com/SPE2500/status/1363396197730316291 Twitter] (Feb 21, 2021)&amp;lt;br&amp;gt;JHA (Feb 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 607,878,422 || ユセミSWY || Superplay DVD (May 26, 2008) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 578,624,125 || ユセミSWY || Arcadia (Sep 2008) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Follett || 700,864,550 || SPE || JHA (Mar 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 698,907,102 || SPE || JHA (Feb 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 696,638,134 || SPE || JHA (Jan 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 695,187,895 || SPE || JHA (Dec 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 694,519,130 || SPE || JHA (Sep 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 683,862,121 || SPE || JHA (Jul 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 683,478,703 || SPE || JHA (Jun 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 678,646,949 || SPE || JHA (May 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 677,077,260 || 太菱 || JHA (Mar 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 667,904,766 || 太菱 || Arcadia (Apr 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Rosa || 672,586,592 || H.J || [https://twitter.com/AkatronicsRetro/status/1487406023120162818 Twitter] (Jan 29, 2022)&amp;lt;br&amp;gt;[https://youtu.be/MadQlKPg3MY Youtube] (Feb 22, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 671,431,515 || H.J || [https://twitter.com/AkatronicsRetro/status/1467111628047261706 Twitter] (Dec 4, 2021)&amp;lt;br&amp;gt;[https://youtu.be/8rhm29RE1JA Youtube] (Dec 4, 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 670,737,982 || SPE || [https://twitter.com/SPE2500/status/1228931795053207552 Twitter] (Feb 16, 2020)&amp;lt;br&amp;gt;JHA (Feb 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 669,991,554 || SPE || [https://twitter.com/SPE2500/status/1213083912701804545 Twitter] (Jan 3, 2020)&amp;lt;br&amp;gt;JHA (Jan 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 659,792,422 || SPE || JHA (Dec 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 661,029,156 || H.J || [https://twitter.com/AkatronicsRetro/status/1190264640342646785 Twitter] (Nov 1, 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 660,208,319 || H.J || [https://twitter.com/AkatronicsRetro/status/1188344435148353541 Twitter] (Oct 27, 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 659,281,902 || H.J || [https://twitter.com/AkatronicsRetro/status/1185821388843581445 Twitter] (Oct 20, 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 657,095,682 || H.J || [https://twitter.com/Plasmo_STG/status/1162746880851435520 Twitter] (Aug 17, 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 656,327,220 || H.J || [https://twitter.com/Plasmo_STG/status/1110436648435834880 Twitter] (Mar 26, 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 652,993,532 || H.J || [https://twitter.com/AkatronicsRetro/status/1074597501070585857 Twitter] (Dec 17, 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 651,511,261 || よどさん || Arcadia (Nov 2008) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Windia || 616,627,259 || SPE || [https://twitter.com/SPE2500/status/1151466593236340736 Twitter] (Jul 17, 2019)&amp;lt;br&amp;gt;JHA (Jul 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 615,628,831 || WSM-Tetsu || Arcadia (May 2010) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | No Canyon || class=&amp;quot;hor-merged-cell-first &amp;quot; | Casper || 505,465,998 || SPE || [https://twitter.com/SPE2500/status/1372909230311624708 Twitter] (Mar 19, 2021)&amp;lt;br&amp;gt;JHA (Mar 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 503,624,978 || SPE || [https://twitter.com/SPE2500/status/1321454042787139586 Twitter] (Oct 28, 2020)&amp;lt;br&amp;gt;JHA (Nov 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 496,091,187 || SPE || JHA (Sep 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 481,651,246 || SPE || JHA (Aug 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 462,722,890 || ISO / Niboshi || Arcadia (Sep 2008) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Follett || 580,772,721 || SPE || JHA (Jul 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 580,303,559 || SPE || JHA (Apr 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 577,558,923 || SPE || JHA (Feb 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 576,125,302 || SPE || JHA (May 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 569,879,275 || SPE || JHA (Apr 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 559,197,874 || 太菱 || JHA (Mar 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 556,806,974 || 太菱 || Arcadia (Apr 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Rosa || 576,040,332 || SPE || [https://twitter.com/SPE2500/status/1496470839117627392 Twitter] (Feb 23, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 572,645,319 || SPE || [https://twitter.com/SPE2500/status/1492799520186707969 Twitter] (Feb 13, 2022)&amp;lt;br&amp;gt;JHA (Feb 2022)&amp;lt;br&amp;gt;[https://youtu.be/lFgxJy3UQEM Youtube] (Feb 13, 2022) || macro button A+B&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 565,247,185 || SPE || [https://twitter.com/SPE2500/status/1492044572104749056 Twitter] (Feb 11, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 564,261,938 || SPE || [https://twitter.com/SPE2500/status/1222123530566848513 Twitter] (Jan 28, 2020)&amp;lt;br&amp;gt;JHA (Feb 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 562,825,050 || SPE || [https://twitter.com/SPE2500/status/1208728249892659200 Twitter] (Dec 22, 2019)&amp;lt;br&amp;gt;JHA (Jan 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 560,537,552 || SPE || [https://twitter.com/SPE2500/status/1195622437691346945 Twitter] (Nov 16, 2019)&amp;lt;br&amp;gt;JHA (Nov 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 551,531,889 || 海人 || Arcadia (Aug 2012) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Windia || 513,133,121 || SPE || [https://twitter.com/SPE2500/status/1137643291401318400 Twitter] (Jun 9, 2019)&amp;lt;br&amp;gt;JHA (Jun 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 508,199,346 || SPE || [https://twitter.com/SPE2500/status/1129300515991375872 Twitter] (May 17, 2019)&amp;lt;br&amp;gt;JHA (May 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 503,471,879 || SPE || [https://twitter.com/SPE2500/status/1107976630440345600 Twitter] (Mar 19, 2019)&amp;lt;br&amp;gt;JHA (Apr 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 503,277,608 || SPE || [https://twitter.com/SPE2500/status/1104610784473079808 Twitter] (Mar 10, 2019)&amp;lt;br&amp;gt;JHA (Mar 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 482,001,090 || SPE || JHA (Sep 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 477,113,489 || SPE || JHA (Aug 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 475,851,190 || SPE || JHA (Apr 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 470,981,873 || SPE || JHA (Mar 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a66983728ff86684b31b804d1363a5f2&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 468,248,143 || 堀江雅文 || Arcadia (Nov 2010) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2007_012_%E3%83%87%E3%82%B9%E3%82%B9%E3%83%9E%E3%82%A4%E3%83%AB%E3%82%BA JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=58071 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Deathsmiles II}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Deathsmiles II (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Casper || 1,452,223,256 || WSM-MKZ || Arcadia (Nov 2010) || highest score Arcade&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,505,186,210 || sinmoon || [http://sinmoon.blog.shinobi.jp/Date/20110217 Blog] (Feb 17, 2011)&amp;lt;br&amp;gt;[https://youtu.be/C8qThOS3XXY Youtube] (Jan 25, 2015) || highest score Xbox 360&lt;br /&gt;
|-  &lt;br /&gt;
| Lei || 2,000,664,785 || 太菱 || Arcadia (Aug 2010) || &lt;br /&gt;
|-  &lt;br /&gt;
| Supe || 1,304,932,505 || MCR || Arcadia (Nov 2010) || &lt;br /&gt;
|-  &lt;br /&gt;
| Windia || 1,316,034,157 || ましこ || Arcadia (Sep 2012) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2009_010_%E3%83%87%E3%82%B9%E3%82%B9%E3%83%9E%E3%82%A4%E3%83%AB%E3%82%BAII_Ver.4.00 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=32044 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Deathsmiles Mega Black Label}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Deathsmiles Mega Black Label (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| Casper || 13,245,612,685 || ダメK.K || JHA (Jan 2021) || 3.5L 0B remaining, no TLB&lt;br /&gt;
|-  &lt;br /&gt;
| Follett || 13,184,132,935 || SPE || [https://twitter.com/SPE2500/status/1060458410531991552 Twitter] (Nov 8, 2018)&amp;lt;br&amp;gt;JHA (Nov 2018) || &lt;br /&gt;
|-  &lt;br /&gt;
| Rosa || 13,335,295,021 || ダメK.K 今回は神殿... || JHA (Jun 2022) || autofire, macro button A+B, 1 death in castle stage, 2.5L 0B remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Sakura || 13,821,010,602 || 颪 || Superplay DVD (Aug 14, 2010) || highest score Arcade&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,749,327,417 || 0 || Arcadia (Oct 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 13,862,173,825 || owata0401 || [https://twitter.com/owata_0401/status/484284684579254274 Twitter] (Jul 2, 2014)&amp;lt;br&amp;gt;[https://www.nicovideo.jp/watch/sm23914133 Niconico] (Jul 2, 2014) || highest score Xbox 360&lt;br /&gt;
|-  &lt;br /&gt;
| Windia || 16,117,383,678 || 白胡麻 || [https://twitter.com/Kernel_in/status/457466873412452352 Twitter] (Apr 19, 2014)&amp;lt;br&amp;gt;Arcadia (Nov 2014) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-customtoggle-ee275783515fbd0bb6f567c060d12b33 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-customtoggle-ee275783515fbd0bb6f567c060d12b33 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Casper || 13,165,213,883 || ダメK.K || JHA (Dec 2020) || 3.5L 0B remaining, no TLB&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,087,233,862 || ダメK.K || JHA (Jul 2020) || 3.0L 2B remaining, no TLB&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,013,925,375 || ダメK.K || JHA (Jun 2020) || 3.5L 0B remaining, no TLB&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 12,692,773,614 || ダメK.K || Arcadia (Nov 2010) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Follett || 13,171,178,401 || SPE || [https://twitter.com/SPE2500/status/1051730070820114432 Twitter] (Oct 15, 2018)&amp;lt;br&amp;gt;JHA (Oct 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,867,661,411 || SPE || JHA (Aug 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,194,908,981 || SPE || JHA (Jul 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,078,704,581 || SPE || JHA (Jun 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 11,875,128,629 || SPE || JHA (May 2017) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 11,516,961,376 || SPE || JHA (Aug 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Rosa || 13,184,018,737 || ダメK.K 予選失敗・本戦成功... || JHA (Apr 2022) || autofire, macro button A+B, 1 death at forest boss, 2.5L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 13,142,935,725 || ダメK.K キャスパーは越えたい || JHA (Mar 2022) || autofire, macro button A+B, 3.5L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 12,936,944,969 || ダメK.K ローザ難しい... || JHA (Feb 2022) || autofire, 3.5L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ee275783515fbd0bb6f567c060d12b33&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 12,105,630,469 || たけのこぶくろ＠MOA || Arcadia (Oct 2014) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2008_012_%E3%83%87%E3%82%B9%E3%82%B9%E3%83%9E%E3%82%A4%E3%83%AB%E3%82%BA_%E3%83%A1%E3%82%AC%E3%83%96%E3%83%A9%E3%83%83%E3%82%AF%E3%83%AC%E3%83%BC%E3%83%99%E3%83%AB JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=58071 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Detana! TwinBee}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Detana! TwinBee (Konami)&lt;br /&gt;
|-&lt;br /&gt;
! Autofire !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| OFF || 4,661,350 || じーぶーさん後はまかせた。 || [https://twitter.com/kyoizumin/status/1485224563114115085 Twitter] (Jan 23, 2022)&amp;lt;br&amp;gt;JHA (Feb 2022) || 1st loop 2,348,350&lt;br /&gt;
|-  &lt;br /&gt;
| ON || 4,720,900 || こいずみ || [https://twitter.com/kyoizumin/status/1333045069767606273 Twitter] (Nov 29, 2020)&amp;lt;br&amp;gt;JHA (Dec 2020)&amp;lt;br&amp;gt;[https://youtu.be/fov17kjikSg Youtube] (Dec 11, 2020) || 1st loop 2.355m&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-customtoggle-229c4136213fb806e5fbeccb3fd37520 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-customtoggle-229c4136213fb806e5fbeccb3fd37520 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Autofire !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | - || 3,591,650 || よっしゃー K.N(ど) || Gamest (Jun 1991) || died in 2-6&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,214,100 || Mr.まさし君 || Gamest (May 1991) || died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | OFF || 4,649,850 || こいずみ || [https://twitter.com/kyoizumin/status/1474372045475815424 Twitter] (Dec 24, 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,649,100 || 下等君に見殺しにされた男(G) || Gamest (May 1998) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,646,800 || 誘う女が超ライバル!! TND-SRC || Gamest (Dec 1996) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,640,600 || SUR-NOR犯 実はOMA? || Gamest (Apr 1993) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,636,550 || つながれば6万はでる! NOR(犯) || Gamest (Jan 1993) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,617,700 || WKP-ベジータ(ま) || Gamest (Dec 1991) || no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,411,550 || 京都のしおしお君!! ベジータ(ま) || Gamest (Nov 1991) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,385,700 || ベジータ(ま) (5回目) || Gamest (Oct 1991) || 2 miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,353,850 || ベジータ(ま) || Gamest (Sep 1991) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,899,550 || ニヤつくゴリラ!! BOM(ま)(ど) || Gamest (Aug 1991) || died in 2-6&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,779,200 || K.N(ど) || Gamest (Jul 1991) || died in 2-6&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | ON || 4,717,800 || こいずみ || [https://twitter.com/kyoizumin/status/1235580422546841600 Twitter] (Mar 5, 2020)&amp;lt;br&amp;gt;JHA (Mar 2020)&amp;lt;br&amp;gt;[https://youtu.be/a_J5fBs2Or8 Youtube] (Aug 22, 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,716,150 || ヘルニアM.B || Arcadia (Feb 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,671,400 || こいずみ || Arcadia (Dec 2010) || 1st loop 2.341m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,654,800 || 優越感が超ライバル DXP!!(T)SRC || Gamest (Jan 1998) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,482,800 || ベジータ(ま) (息子ができた!) || Gamest (Oct 1991) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-229c4136213fb806e5fbeccb3fd37520&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 4,140,800 || CYCLONE-R.T || Gamest (Jul 1991) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1991_055_%E5%87%BA%E3%81%9F%E3%81%AA!!%E3%83%84%E3%82%A4%E3%83%B3%E3%83%93%E3%83%BC JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=58416 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Dodonpachi (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Subtype !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || Shot || 630,443,710 || SIN || [http://web.archive.org/web/20160706064602/http://hpcgi2.nifty.com/hokekyo/score.cgi Hokekyo] (Sep 9, 2012) || no glitch&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 862,976,450 || SOF-WTN || [https://twitter.com/sof_wtn/status/637586677540655104 Twitter] (Aug 29, 2015)&amp;lt;br&amp;gt;JHA (Mar 2016) || glitch, 1p side&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 754,937,640 || SOF-WTN || [https://twitter.com/sof_wtn/status/579614542889512960 Twitter] (Mar 22, 2015) || no glitch, 1p side, 1st loop 224.3m, 5L remaining, max hit 949&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 748,414,350 || SOF-WTN || Arcadia (Nov 2002) || no glitch, 1st loop 217.97m, 5L remaining, max hit 926&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || Shot || 694,352,270 || 252匹目のポケモンhatty || Arcadia (Sep 2000) || no glitch, 1st loop 212m, 3L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 895,790,550 || KTL-NAL || [https://twitter.com/Homestay_Akira/status/1416955220953690112 Twitter] (Jul 19, 2021)&amp;lt;br&amp;gt;JHA (Jun 2021) || glitch, 1p side, 5L remaining, max hit 888&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 704,638,650 || KTL-NAL || Arcadia (Aug 2008) || no glitch, 3L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || 800,885,810 || Hituji || [https://twitter.com/mgaHituji/status/1220948560985767936 Twitter] (Jan 25, 2020) || glitch, 2p side, max hit 943, played at home&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 763,513,750 || Hituji || [https://imgur.com/JOxgq7B Played date: 2015-09-13] || no glitch, 2p side, no miss, max hit 929, played at home&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 722,157,820 || もう我慢ならねえ☆ SSP-揚雲 || [http://aoijun.sakura.ne.jp/Q2/score13.html Game Box Q2] (Mar 27, 2003)&amp;lt;br&amp;gt;Arcadia (Jul 2003) || no glitch, 1p side, 4L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Laser || 801,464,130 || Clover-TAC || JHA (Jul 2021) || glitch, 2p side&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-customtoggle-72ccd910552efb58e4fc78c1b62e7774 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-customtoggle-72ccd910552efb58e4fc78c1b62e7774 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Subtype !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 729,671,480 || ヤキソバンDX || Arcadia (Apr 2002) || 5L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 728,094,550 || SOF-WTN || Arcadia (Dec 2001) || 1st loop 217.30m, 4L remaining, max hit 924&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 708,143,270 || ヤキソバンDX || Arcadia (Nov 2001) || 4L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 700,723,840 || ここからがスタート WTN || Arcadia (Jun 2000) || 1st loop 203.71m, 4L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 688,943,670 || 寸止め野郎-WTN(カス) || Arcadia (Mar 2000) || 1st loop 202.32m, 1B used up to 2-6 boss, 2 deaths at TLB final attack, 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 674,217,390 || ぺぷしまん || Arcadia (Feb 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 673,013,160 || ヤキソバンDX 残5まで1ミリ || Gamest (Sep 1999) || 1st loop 200m, 4L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 653,566,360 || ヤキソバンDX || Gamest (Aug 1999) || 1st loop 193m, 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 635,226,660 || LAOS-長田仙人 || Gamest (Apr 1998) || 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 584,618,990 || 2-6途中で死ぬしい LAOS-長田仙人 || Gamest (Feb 1998) || 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 554,324,330 || LAOS-長田仙人 || Gamest (Dec 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 513,098,850 || LAOS-長田仙人 || Gamest (Oct 1997) || 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 468,814,890 || LAOS-長田仙人 || Gamest (Sep 1997) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 443,285,830 || つながれば5億。予定 LAOS-長田仙人 || Gamest (Aug 1997) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 364,497,280 || LAOS-長田仙人 || Gamest (Jul 1997) || 0L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 313,479,140 || ☆CAT&amp;amp;#039;S-とき坊 || Gamest (Jun 1997) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || Shot || 643,500,490 || ショット強化の逆襲! hatty || Gamest (Feb 1999) || 1st loop 201m, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 843,592,100 || KTL-NAL || JHA (Apr 2021) || glitch&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 833,471,310 || KTL-NAL || JHA (Mar 2021) || glitch&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 730,186,030 || KTL-NAL || [https://twitter.com/Homestay_Akira/status/637460144243146752 Twitter] (Aug 29, 2015)&amp;lt;br&amp;gt;JHA (Mar 2016) || glitch, 1p side, 4L remaining, max hit 865&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 704,468,390 || KTL-NAL || Arcadia (Mar 2001) || 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 695,996,270 || NAL || Arcadia (Oct 2000) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 687,985,400 || NAL || Gamest (Aug 1999) || 4L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 634,749,270 || LAOS-長田仙人 || Gamest (May 1998) || 1st loop 180m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 626,796,520 || えびで2000万オチ LAOS-長田仙人 || Gamest (Apr 1998) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 601,088,790 || LAOS-長田仙人 || Gamest (Nov 1997) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 466,256,640 || 2-5終了時4.2億その後くそおち 仙人 || Gamest (Oct 1997) || 1st loop 180m, after stage 2-5 420m, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 414,235,550 || LAOS-長田仙人 || Gamest (Sep 1997) || 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 409,892,630 || のんびりやります LAOS-長田仙人 || Gamest (Aug 1997) || 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | - || 254,128,520 || ☆CAT&amp;amp;#039;S-とき坊 || Gamest (Jul 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 213,388,100 || YGA-IBA || Gamest (Jun 1997) || died in 2-7&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || 747,563,190 || Hituji || [https://twitter.com/mgaHituji/status/584427768235950080 Twitter] (Apr 4, 2015) || 2p side, max hit 943, played at home&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 738,838,870 || Hituji || [https://twitter.com/mgaHituji/status/478101794946428928 Twitter] (Jun 15, 2014) || 2p side, max hit 925, played at home&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 719,354,770 || ZBL-SOF-NAI || Gamest (Apr 1999) || 1st loop 225m, 5L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 694,990,760 || WTN || Gamest (Dec 1998) || 1st loop 208.8m, 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 688,915,680 || ZBL-NAI || Gamest (Jun 1998) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 683,721,480 || ZBL-NAI || Gamest (Apr 1998) || 1st loop ~200m, 4L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 659,931,810 || ZBL-TWT-NAI || Gamest (Mar 1998) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 637,356,600 || ZBL-NAI || Gamest (Jan 1998) || 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 615,936,150 || ZBL-NAI || Gamest (Nov 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 613,119,250 || DBL-ZKB-NAI ついに6億 || Gamest (Oct 1997) || 1st loop 165m, no miss no bomb up to 2-6 boss, 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 568,120,890 || DBL-ZKB-NAI || Gamest (Sep 1997) || no miss no bomb up to 2-6 boss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 496,672,840 || DBL-ZKB-NAI || Gamest (Aug 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 382,561,120 || DBL-ZKB-NAI || Gamest (Jul 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 324,438,240 || DBL-ZKB-NAI || Gamest (Jun 1997) || 1st loop 121m, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 226,319,140 || DBL-ZKB-NAI || Gamest (May 1997) || died in 2-7&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-72ccd910552efb58e4fc78c1b62e7774&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Laser || 790,813,760 || Clover-TAC || JHA (Mar 2016) || glitch, 2p side&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note 1: Due to a major scoring glitch, the highest scores with and without exploiting said glitch will be listed. For details on this glitch, see [https://www.reddit.com/r/ElectricUnderground/comments/pjccov/website_article_the_double_gp_glitch_of/ this article]. Note 2: A player going by the name T.I has achieved 700 million points with Type B-S in the early 2000s but no picture proof exists of this score.&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1997_007_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=56826 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Campaign Version}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Dodonpachi Campaign Version (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| 5,448,702,440 || SOF-WTN || Arcadia (Feb 2004)&amp;lt;br&amp;gt;[https://youtu.be/rv1JK2Ezk9U Superplay VHS] (2003) || Type A-Laser, 1st loop 1.836b, 2L remaining, max hit 4754&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Daifukkatsu}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Dodonpachi Daifukkatsu (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Style !! Loop !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || Omote || class=&amp;quot;hor-counterstop-hard &amp;quot; | 99,999,999,999 || class=&amp;quot;hor-counterstop-hard &amp;quot; | Clover-TAC || class=&amp;quot;hor-counterstop-hard &amp;quot; | Arcadia (Sep 2008) || class=&amp;quot;hor-counterstop-hard &amp;quot; | &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || class=&amp;quot;hor-counterstop-hard &amp;quot; | 99,999,999,999 || class=&amp;quot;hor-counterstop-hard &amp;quot; | Clover-TAC || class=&amp;quot;hor-counterstop-hard &amp;quot; | Arcadia (Sep 2008) || class=&amp;quot;hor-counterstop-hard &amp;quot; | &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || Omote || class=&amp;quot;hor-counterstop-hard &amp;quot; | 99,999,999,999 || class=&amp;quot;hor-counterstop-hard &amp;quot; | KTL-NAL || class=&amp;quot;hor-counterstop-hard &amp;quot; | Arcadia (Sep 2008) || class=&amp;quot;hor-counterstop-hard &amp;quot; | 2L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Ura || class=&amp;quot;hor-merged-cell-first hor-counterstop-hard &amp;quot; | 99,999,999,999 || class=&amp;quot;hor-counterstop-hard &amp;quot; | KTL-NAL || class=&amp;quot;hor-counterstop-hard &amp;quot; | Arcadia (Sep 2008) || class=&amp;quot;hor-counterstop-hard &amp;quot; | 1L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last hor-counterstop-hard &amp;quot; |  || class=&amp;quot;hor-counterstop-hard &amp;quot; | chrono@Z級映画キングスパイダー || class=&amp;quot;hor-counterstop-hard &amp;quot; | Arcadia (Sep 2008) || class=&amp;quot;hor-counterstop-hard &amp;quot; | autofire&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Power || Omote || class=&amp;quot;hor-counterstop-soft &amp;quot; | 38,314,195,289 || class=&amp;quot;hor-counterstop-soft &amp;quot; | わっち@2-5が1ミスなのは吹いた || class=&amp;quot;hor-counterstop-soft &amp;quot; | Arcadia (Sep 2008) || class=&amp;quot;hor-counterstop-soft &amp;quot; | 2L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || class=&amp;quot;hor-counterstop-soft &amp;quot; | 32,193,264,572 || class=&amp;quot;hor-counterstop-soft &amp;quot; | わっち@ヒバチ突入残4～5はいける…はず || class=&amp;quot;hor-counterstop-soft &amp;quot; | Arcadia (Sep 2008) || class=&amp;quot;hor-counterstop-soft &amp;quot; | died in 2-5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Scoreboard closed after the achievement of the counterstop at 99,999,999,999. Competition moved over to Dodonpachi Daifukkatsu 1.5.&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2008_009_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82%E5%A4%A7%E5%BE%A9%E6%B4%BB JHA Leaderboard]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Daifukkatsu 1.5}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Dodonpachi Daifukkatsu 1.5 (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Style !! Loop !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || Omote || 569,307,942,932 || 2-5ビット抜け後 ボフーン || Arcadia (Mar 2011) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 848,533,471,861 || D助 || [https://twitter.com/tateanasan/status/1138762163617533952 Twitter] (Jun 12, 2019)&amp;lt;br&amp;gt;JHA (Jul 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Power || Omote || 870,960,548,855 || T.U || Arcadia (Nov 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 1,008,819,447,117 || ダメK.K || Arcadia (May 2010) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || Omote || 831,861,592,165 || t2@satowa || [https://twitter.com/snnmay/status/772436166104588288 Twitter] (Sep 4, 2016)&amp;lt;br&amp;gt;JHA (Sep 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 912,197,138,948 || PAGTRI || [https://twitter.com/pagtri/status/1187205857710202880 Twitter] (Oct 24, 2019)&amp;lt;br&amp;gt;JHA (Oct 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || Omote || 705,319,736,247 || OAM-屠死郎 || Arcadia (Jan 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 855,065,015,797 || D助 || Arcadia (Oct 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Power || Omote || 837,035,830,419 || ダメK.K || Arcadia (Feb 2010) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 1,110,937,033,835 || ユセミSWY || Arcadia (Feb 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || Omote || 890,946,838,476 || t2@satowa || [https://twitter.com/snnmay/status/280328524429131777 Twitter] (Dec 16, 2012)&amp;lt;br&amp;gt;Arcadia (Mar 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 971,466,061,965 || t2@satowa || Played date: Nov 29, 2012&amp;lt;br&amp;gt;[https://twitter.com/snnmay/status/274486198754496512 Twitter] (Nov 30, 2012)&amp;lt;br&amp;gt;Arcadia (Mar 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || Omote || 706,333,510,685 || t2@satowa || Arcadia (Feb 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 774,570,169,194 || じょにー || Arcadia (Nov 2010) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Power || Omote || 984,442,244,981 || MYS || Arcadia (Jun 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 1,098,612,177,034 || MYS || Arcadia (Jan 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || Omote || 843,115,669,766 || t2@satowa || Arcadia (Feb 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Ura || 905,237,809,035 || t2@satowa || [https://twitter.com/snnmay/status/604625866065244160 Twitter] (May 30, 2015)&amp;lt;br&amp;gt;JHA (Mar 2016) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-customtoggle-8505805127ebfffc0b659a91f182e07f mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-customtoggle-8505805127ebfffc0b659a91f182e07f mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Style !! Loop !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || class=&amp;quot;hor-merged-cell-first &amp;quot; | Ura || 831,848,405,082 || D助 || [https://twitter.com/tateanasan/status/1074599363140190208 Twitter] (Dec 17, 2018)&amp;lt;br&amp;gt;JHA (Jan 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 790,345,279,641 || D助 || Arcadia (May 2012) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || class=&amp;quot;hor-merged-cell-first &amp;quot; | Omote || 801,049,720,253 || t2@satowa || [https://twitter.com/snnmay/status/720943084368842752 Twitter] (Apr 15, 2016)&amp;lt;br&amp;gt;JHA (Apr 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 690,510,976,356 || 悪鬼の血脈、ティボルト || Arcadia (Feb 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Ura || 871,376,285,825 || t2@satowa || [https://twitter.com/snnmay/status/743766841219178497 Twitter] (Jun 17, 2016)&amp;lt;br&amp;gt;JHA (Jun 2016) || 3L 4B remaining, Hibachi no bomb&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 856,845,203,938 || t2@satowa || [https://twitter.com/snnmay/status/728559211735457792 Twitter] (May 6, 2016)&amp;lt;br&amp;gt;JHA (May 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 822,715,707,351 || t2@satowa || [https://twitter.com/snnmay/status/726777236854964225 Twitter] (May 1, 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 801,089,855,795 || PAGTRI || JHA (Mar 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 800,984,842,386 || chrono || Arcadia (Nov 2009) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-8505805127ebfffc0b659a91f182e07f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Type C || Strong || Ura || 887,139,046,931 || t2@satowa || Arcadia (Jun 2013) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2008_010_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82%E5%A4%A7%E5%BE%A9%E6%B4%BB_ver1.5 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=45588 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Daifukkatsu Black Label}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Dodonpachi Daifukkatsu Black Label (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Style !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || 1,185,358,576,084 || ISO / Niboshi || JHA (Jan 2019) || highest score Arcade&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,314,251,598,100 || DVL || [https://twitter.com/dodonpach/status/428563189802868736 Twitter] (Jan 29, 2014) || highest score Xbox 360&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Power || 1,789,275,540,569 || TAB-T.N || JHA (May 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || 1,535,476,431,326 || DVL || [https://twitter.com/dodonpach/status/1363071446336102401 Twitter] (Feb 20, 2021) || highest score Arcade&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,445,787,147,436 || 特別になりたいOSS新参トランペット奏者 || JHA (May 2017) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,732,347,841,841 || DVL || [https://twitter.com/dodonpach/status/1424281607624478721 Twitter] (Aug 8, 2021) || highest score Xbox 360&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || Bomb || 1,308,260,652,809 || ISO / Niboshi || [https://twitter.com/niboooji/status/1086219512519680001 Twitter] (Jan 18, 2019)&amp;lt;br&amp;gt;JHA (Jan 2019) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Power || 2,142,753,885,648 || KAKSTR || [https://twitter.com/kakstr/status/996598224361209856 Twitter] (May 16, 2018)&amp;lt;br&amp;gt;JHA (Apr 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || 1,693,561,873,728 || TAB-T.N || JHA (May 2016) || Zatsuza&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,806,518,385,986 || SYU || Xbox rankings (May 19, 2021)&amp;lt;br&amp;gt;[https://youtu.be/cOJnotAYikA Youtube] (May 22, 2021) || no TLB, highest score Xbox 360&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || Bomb || 1,168,899,830,773 || ISO / Niboshi || [https://twitter.com/niboooji/status/1043479055985606657 Twitter] (Sep 22, 2018)&amp;lt;br&amp;gt;JHA (Oct 2018) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Power || 1,463,084,966,072 || TAB-T.N || JHA (Mar 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Strong || 1,475,929,038,947 || chrono || JHA (Nov 2016)&amp;lt;br&amp;gt;[https://youtu.be/fIDf4ytHthM Youtube] (Jan 16, 2021) || Zatsuza&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-customtoggle-4dc312a974fc684a885c1d5947092d98 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-customtoggle-4dc312a974fc684a885c1d5947092d98 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Style !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || 1,136,749,266,201 || ISO / Niboshi || JHA (Dec 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,118,932,987,501 || ISO / Niboshi || JHA (May 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,061,852,461,110 || ISO / Niboshi || JHA (Apr 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,043,612,115,989 || ISO / Niboshi || JHA (Mar 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,021,616,255,843 || ISO / Niboshi || Arcadia (Apr 2011) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Power || 1,747,995,082,318 || TAB-T.N || JHA (Mar 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,734,885,831,249 || TAB-T.N || Arcadia (Sep 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || 1,381,831,615,619 || しめじ獅子心＠黒ストＡちゃんに乾杯 || Arcadia (Sep 2011) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,727,738,083,093 || DVL || [https://twitter.com/dodonpach/status/1403594521498112001 Twitter] (Jun 12, 2021) || highest score Xbox 360&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,719,458,096,539 || DVL || [https://twitter.com/dodonpach/status/1373167908134678530 Twitter] (Mar 20, 2021) || highest score Xbox 360&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || 1,304,471,566,121 || ISO / Niboshi || JHA (Aug 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,292,589,615,153 || ISO / Niboshi || JHA (Jul 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,265,737,554,502 || ISO / Niboshi || JHA (Jun 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,233,253,837,440 || ISO / Niboshi || JHA (May 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,203,942,084,266 || ISO / Niboshi || JHA (Sep 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,163,664,682,481 || ISO / Niboshi || JHA (Aug 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,106,854,365,578 || AJP || Arcadia (Aug 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Power || 2,137,726,450,043 || TAB-T.N || Arcadia (Feb 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || 1,621,814,327,595 || TAB-T.N || JHA (Mar 2016) || Zatsuza&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,457,656,302,861 || SYL || Arcadia (May 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || class=&amp;quot;hor-merged-cell-first &amp;quot; | Bomb || 1,135,668,985,666 || ISO / Niboshi || JHA (Sep 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,080,386,578,528 || ISO / Niboshi || JHA (Aug 2018) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,050,286,040,721 || ISO / Niboshi || JHA (Nov 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,048,320,068,167 || USK || Arcadia (Nov 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Power || 1,441,709,596,128 || TAB-T.N || Arcadia (Feb 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Strong || 1,385,586,880,393 || chrono || JHA (Oct 2016) || Hibachi&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,360,263,639,580 || chrono || JHA (Sep 2016) || Hibachi&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,207,109,312,701 || chrono || JHA (Aug 2016) || Hibachi&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4dc312a974fc684a885c1d5947092d98&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,198,957,896,792 || HPY || Arcadia (Nov 2012) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2010_012_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82%E5%A4%A7%E5%BE%A9%E6%B4%BB%E3%83%96%E3%83%A9%E3%83%83%E3%82%AF%E3%83%AC%E3%83%BC%E3%83%99%E3%83%AB JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=45588 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Daioujou}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Dodonpachi Daioujou (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Subtype !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || 1,947,053,730 || ユセミSWY || [https://twitter.com/hty_RA/status/840503918740168704 Twitter] (Mar 11, 2017) || 1L 1B remaining, max hit 3,349&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 589,700,160 || ISO / Niboshi || [https://twitter.com/nibooji/status/1368521400646987780 Twitter] (Mar 7, 2021)&amp;lt;br&amp;gt;JHA (Mar 2021) || 0L 6B remaining, max hit 2399&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Laser || 1,683,676,040 || ユセミSWY || Arcadia (Jul 2003) || 0L B4 remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || 2,183,862,020 || WY. || [https://imgur.com/AmAzvgA Played date: 2018-10-12]&amp;lt;br&amp;gt;[http://ranking.niyaozao.com/#/rank/7?_k=4eco5n Chinese Leaderboard] || 1st loop 862m, 3L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 2,171,137,550 || HFD || Arcadia (Jul 2012) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || 922,019,840 || MON || [https://moon.ap.teacup.com/qwertyuiop/1027.html Blog] (Jan 9, 2009) || highest score Arcade, All Clear, max hit 2,562&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 419,823,330 || ISO / Niboshi || [https://twitter.com/nibooji/status/1377590831352143877 Twitter] (Apr 1, 2021)&amp;lt;br&amp;gt;JHA (Apr 2021) || All Clear, max hit 1561, 0L 6B remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,074,115,170 || MON || [https://moon.ap.teacup.com/qwertyuiop/1005.html Blog] (Nov 17, 2008) || highest score PS2, 2p side, died in 2-5, max hit 2,782&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 1,699,747,690 || HRB || Arcadia (Jun 2004) || first death in 2-4, 0L B4 remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 329,287,970 || 参代目ISO@ゑ＆て || JHA (Mar 2020) || 0L 0B remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || 2,317,772,890 || fufufu || [https://twitter.com/222_fu/status/1564212562212065284 Twitter] (Aug 29, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 2,170,809,750 || SPS || [https://twitter.com/SPSPUYO/status/711555644986359808 Twitter] (Mar 20, 2016)&amp;lt;br&amp;gt;JHA (Mar 2016)&amp;lt;br&amp;gt;[https://youtu.be/WBplM4jrpiw Youtube] (Mar 25, 2020) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-customtoggle-c84cc5e0ba5e02b591bbfea879915d5a mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-customtoggle-c84cc5e0ba5e02b591bbfea879915d5a mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Subtype !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || Shot || 254,706,050 || ISO / Niboshi || [https://twitter.com/nibooji/status/1208303542051594243 Twitter] (Dec 21, 2019)&amp;lt;br&amp;gt;JHA (Jan 2020) || 0L 0B remaining, max hit 803&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | - || 1,683,676,040 || 永川撫子さん萌え♡♡♡♡♡♡♡♡♡ || Arcadia (Jul 2003) || Type A-L, 0L 4B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,653,376,980 || 北大路さつき属性♡♡フィアッセの婚約者♡ || Arcadia (May 2003) || Type A-L, 1-4 full chain, 1L 3B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,523,226,550 || ポンコツアーム・レッグ・バストハート || Arcadia (Apr 2003) || Type A-L, 0L 3B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,423,521,870 || 神津麻美ゲッチュ♥♥♥♥♥♥♥♥♥♥♥♥ || Arcadia (Mar 2003) || Type A-L, 0L 3B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,247,069,550 || LAOS-長田仙人 || Arcadia (Jan 2003) || Type A-E&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,205,686,370 || LAOS-長田仙人 || Arcadia (Dec 2002) || Type A-E, 1 bomb at 2-4 rails, 1 death in the stage portion of 2-5, 0L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,182,223,400 || DDP (蜂強化) || Arcadia (Oct 2002) || Type A-E, died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 986,180,270 || DDP (蜂強化) || Arcadia (Sep 2002) || Type A-E, died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 758,154,900 || LAOS-長田仙人 || Arcadia (Nov 2002) || Type A-E&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 669,858,260 || 今回の火蜂は史上最強 でもあきらめません || Arcadia (Aug 2002) || Type A-E, died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || Shot || 283,272,240 || ISO / Niboshi || [https://twitter.com/niboooji/status/1181522791616483329 Twitter] (Oct 8, 2019)&amp;lt;br&amp;gt;JHA (Oct 2019) || All Clear, max hit 775&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || 2,231,542,590 || fufufu || [https://twitter.com/222_fu/status/1555888700286189568 Twitter] (Aug 6, 2022) ||&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell&amp;quot; | || 2,229,390,350 || fufufu || [https://twitter.com/222_fu/status/752429227085950976 Twitter] (Jul 11, 2016)&amp;lt;br&amp;gt;[https://youtu.be/0vSFuWaTQZ0 Youtube] (Jul 22, 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell&amp;quot; |  || 2,117,676,760 || fufufu || Arcadia (Sep 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell&amp;quot; | - || 1,531,230,040 || HRB || Arcadia (Apr 2004) || Type B-L, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,478,211,150 || KZK@雪苺娘愛好会 || Arcadia (Jan 2004) || Type B-E, 0L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,406,381,800 || HRB@T続編は悶絶地獄でお願いします。 || Arcadia (Dec 2003) || Type B-L, 1st loop 730m, no bomb to 2-4 rails, 0L 4B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,232,382,420 || ヘタレ1号 || Arcadia (Jul 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,209,919,030 || ヘタレ1号 || Arcadia (Jun 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 962,072,410 || LAOS-長田仙人 || Arcadia (Dec 2002) || died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 900,521,390 || Clover-YMN || Arcadia (Nov 2002) || Type B-E, 1st loop 540m, died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 869,347,130 || ヘタレ1号 || Arcadia (May 2003) || Type B-E&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 846,001,140 || kwsm || Arcadia (Oct 2002) || Type B-L, died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 816,579,220 || 9wp-ISO || Arcadia (Sep 2002) || Type B-E, after 1st loop 3L remaining, died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 615,482,740 || Clover-TAC 1勝150敗 || Arcadia (Jan 2003) || Type B-E&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c84cc5e0ba5e02b591bbfea879915d5a&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 599,256,080 || ウリK || Arcadia (Aug 2002) || Type B-E, died in 2-5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2002_007_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82%E5%A4%A7%E5%BE%80%E7%94%9F JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=10147 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Daioujou Black Label}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Dodonpachi Daioujou Black Label (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Subtype !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || 2,388,541,460 || ISO / Niboshi || [https://twitter.com/nibooji/status/1339168243634728967 Twitter] (Dec 16, 2020) || max hit 2,854&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,962,269,990 || ISO / Niboshi || [https://twitter.com/nibooji/status/1236183712032669696 Twitter] (Mar 7, 2020)&amp;lt;br&amp;gt;JHA (Mar 2020) || 1st loop 700m, 2L 0B remaining, max hit 2,956&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Laser || 2,191,088,010 || 一緒にJKごっこもしたいの! || JHA (Jul 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Expert || 3,881,365,190 || はいてない天狗様に世界平和祈願したいの！ || JHA (Jul 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || 2,348,299,000 || rkb || [https://twitter.com/rkb49/status/1198522997675450368 Twitter] (Nov 24, 2019) || max hit 2,690&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,826,021,670 || ISO / Niboshi || [https://twitter.com/nibooji/status/1340276407310536704 Twitter] (Dec 19, 2020)&amp;lt;br&amp;gt;JHA (Dec 2020)&amp;lt;br&amp;gt;[https://youtu.be/nDSUDjDmImA Youtube] (Apr 5, 2021) || 1L 0B remaining, max hit 3,190&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 2,050,334,100 || rkb || [https://twitter.com/rkb49/status/1215854958295207936 Twitter] (Jan 11, 2020) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,724,101,020 || rkb || JHA (Dec 2021) || 0L 3B remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Expert || 3,723,076,210 || ろくきち || [https://twitter.com/rokukichi/status/1423911939411906562 Twitter] (Aug 7, 2021)&amp;lt;br&amp;gt;JHA (Aug 2021)&amp;lt;br&amp;gt;[https://youtu.be/5Pz6nRQ6wyw Youtube] (Aug 9, 2021) || 1st loop 1.162m, 4L 0B remaining&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-customtoggle-055227dff46691a25897513bf9548685 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-customtoggle-055227dff46691a25897513bf9548685 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Subtype !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || 2,095,984,550 || ISO / Niboshi || [https://twitter.com/niboooji/status/1223905431417831424 Twitter] (Feb 2, 2020) || max hit 2,850&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,890,259,590 || ISO / Niboshi || [https://twitter.com/nibooji/status/1228621337481994240 Twitter] (Feb 15, 2020)&amp;lt;br&amp;gt;JHA (Feb 2020) || 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,694,217,450 || ISO / Niboshi || [https://twitter.com/nibooji/status/1216308815227838464 Twitter] (Jan 12, 2020)&amp;lt;br&amp;gt;JHA (Jan 2020) || 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 1,895,722,860 || rkb || JHA (Nov 2021)&amp;lt;br&amp;gt;[https://twitter.com/rkb49/status/1462211013973987331 Twitter] (Nov 12, 2021) || 1L 3B remaining, max hit 2,627&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,472,239,180 || 朽木アリス || JHA (May 2021) || 1L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 561,742,210 || 千石撫子 || JHA (Sep 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || 3,837,857,460 || はいてないうさタンに飛び蹴りされたいの！ || JHA (Jan 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,779,540,940 || 黄流解無しジェット初弾圧殺から奇跡の生還 || JHA (Dec 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,764,262,810 || 月にかわってお仕置きされたいの！ || JHA (Oct 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,723,313,050 || WY. || [https://imgur.com/UaRKZKv Played date: 2018-09-08]&amp;lt;br&amp;gt;[https://youtu.be/fOWhD8mViks Youtube] (Sep 9, 2018) || played on GOTVG&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,717,357,660 || 神威先生の動画を参考にしますた || JHA (Sep 2021) || 4L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,698,495,580 || NAL様に感謝 || JHA (Aug 2021) || 4L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,618,047,010 || LYX || [https://twitter.com/LYX_TEST/status/1230432822537535488 Twitter] (Feb 20, 2020)&amp;lt;br&amp;gt;[https://www.bilibili.com/video/av90407140 Bilibili] (Feb 20, 2020) || played on ShmupMAME 4.2&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,545,274,390 || HFD || Superplay DVD (2007) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,511,462,970 || HFD || Arcadia (Dec 2006) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | - || 2,626,488,230 || HFD || Arcadia (Mar 2004) || Type A-E, 1st loop 780m, 3L 2B remaining, max hit 3,228&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,580,584,470 || GFA2-ISO@理論値-5億(あっそう || Arcadia (Feb 2004) || chainbreak and 1 death at 2-4 rails&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,492,962,670 || 痛いよ...兄さん♥ 6ミスもしちゃいました || Arcadia (Dec 2003) || 2-3 full chain, 0L 2B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,455,020,740 || GFA2-ISO@4日で出ましたが何か? || Arcadia (Oct 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,052,305,170 || HGA-某所専門学生RET || Arcadia (Aug 2003) || no bomb up to 2-4 boss, 1L 2B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,828,346,520 || トカゲ || Arcadia (Jun 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,582,618,800 || トカゲ || Arcadia (May 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,197,648,840 || 遠征記念。某所専門学校生RET || Arcadia (Apr 2003) || used Type A-E, 0L 0B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || Shot || 450,881,950 || 三井アウトレットパーク志木 || JHA (Sep 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || 1,557,120,880 || 枢木スザク || JHA (Dec 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,329,549,010 || 朽木アリス || JHA (Nov 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 221,742,710 || 佐々木寿人 || JHA (Sep 2020) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || 3,688,406,670 || ろくきち || [https://twitter.com/rokukichi/status/1368883972126560261 Twitter] (Mar 8, 2021)&amp;lt;br&amp;gt;JHA (Mar 2021)&amp;lt;br&amp;gt;[https://youtu.be/9q9hFdfdhOU Youtube] (Mar 9, 2021) || 1st loop 1.159m, 5L 1B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,681,252,160 || ろくきち || [https://twitter.com/rokukichi/status/1217441941870137345 Twitter] (Jan 15, 2020)&amp;lt;br&amp;gt;JHA (Jan 2020)&amp;lt;br&amp;gt;[https://youtu.be/-QXobCPVMV8 Youtube] (Jan 19, 2020) || 1st loop 1.09m, 5L 1B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,580,357,290 || ろくきち || [https://twitter.com/rokukichi/status/1013081122215899136 Twitter] (Jun 30, 2018)&amp;lt;br&amp;gt;JHA (Jul 2018)&amp;lt;br&amp;gt;[https://youtu.be/MVHuCyvrpxc Youtube] (Jul 1, 2018) || 1st loop 1.147m, 3L 2B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,508,900,940 || ろくきち || [https://twitter.com/rokukichi/status/995642395940147200 Twitter] (May 13, 2018)&amp;lt;br&amp;gt;JHA (May 2018)&amp;lt;br&amp;gt;[https://youtu.be/QVKDH-GcS-A Youtube] (May 15, 2018) || 1st loop 1.143m, 3L 2B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,308,161,360 || HFD || Superplay DVD (2007) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,097,782,550 || HFD || Arcadia (Feb 2005) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | - || 2,429,420,510 || NE-MUI@時代は『なげっつ』? || Arcadia (Feb 2004) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,375,131,800 || GFA2-ISO@フェック店長祝30才 || Arcadia (Oct 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,771,208,620 || SDOH-SGK-ATSξ || Arcadia (Jul 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,624,848,480 || SDOH-ATSξ || Arcadia (Jun 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,514,878,060 || SDOH-ATSξ || Arcadia (May 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,375,505,770 || SDOH-No.069-ATS || Arcadia (Apr 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-055227dff46691a25897513bf9548685&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,345,659,440 || 香川県・岡山県ゲーマーに捧ぐ SPS || Arcadia (Mar 2003) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2002_006_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82%E5%A4%A7%E5%BE%80%E7%94%9F%E3%83%96%E3%83%A9%E3%83%83%E3%82%AF%E3%83%AC%E3%83%BC%E3%83%99%E3%83%AB JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=17432 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi II: Bee Storm}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Dodonpachi II: Bee Storm (IGS)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Combat || 8,572,185,870 || CYS-SAK || [https://twitter.com/1ka2no394285ki/status/1035892371429310465 Twitter] (Sep 1, 2018)&amp;lt;br&amp;gt;[https://youtu.be/aRVC-ISiRIQ Youtube] (Aug 17, 2019) || played at home&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 8,365,068,300 || 5GL || Arcadia (May 2004) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Internet Ranking || 8,362,229,541 || - || Internet Ranking (Dec 19, 2002) || used Type A-Energy&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 8,270,722,080 || SRA-はっしー || Arcadia (Mar 2003) || 1 death, dropped 400m&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-customtoggle-410d4d770857ee6f4c5f10605320ed88 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-customtoggle-410d4d770857ee6f4c5f10605320ed88 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Mode !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Combat || 8,302,733,960 || SRA-はっしー || Arcadia (Apr 2004) || used Type A-Energy&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Internet Ranking || 8,159,060,680 || SRA-はっしー || Arcadia (Feb 2003) || used Type A-Energy&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Combat || 8,021,596,600 || SNR-はっしー@大台突破記念 || Arcadia (Apr 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Internet Ranking || 7,992,069,590 || 寸止め-はっしー || Arcadia (Jan 2003) || 2 deaths&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Combat || 7,874,219,910 || よどさん || Arcadia (Jan 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Internet Ranking || 7,559,669,620 || SRA-はっしー || Arcadia (Oct 2002) || after stage 3 940m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 7,317,423,460 || SNR-はっしー || Arcadia (Mar 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Combat || 7,096,074,160 || 9WP-ISO || Arcadia (Dec 2001) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Internet Ranking || 6,563,406,770 || はっしー || Arcadia (Feb 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Combat || 6,345,475,450 || 5GL-IGS-JONASUN || Arcadia (Nov 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Internet Ranking || 5,914,658,960 || ひまつぶし || Arcadia (Dec 2001) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 5,386,821,180 || 残念なことに初クリアです DBS || Arcadia (Nov 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Combat || 4,429,216,180 || よどさん || Arcadia (Oct 2001) || used Type A-Energy&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-410d4d770857ee6f4c5f10605320ed88&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Internet Ranking || 4,185,591,190 || LAOS-長田仙人 || Arcadia (Oct 2001) || used Type A-Energy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://web.archive.org/web/20040814154323/http://www.igs.com.tw/cgi-bin/ir/bee/bee.cgi?LangType=taiwan IGS Website (Internet Ranking)]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=56704 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Saidaioujou}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Dodonpachi Saidaioujou (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Subtype !! TLB !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || Hibachi || 1,442,551,208,920 || ECM-SSI-S.I || [https://twitter.com/sakabukiyamato/status/780245601795530753 Twitter] (Sep 26, 2016)&amp;lt;br&amp;gt;JHA (Oct 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,395,122,986,981 || KSG || JHA (Mar 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || Hibachi || 1,305,392,775,160 || TAB-T.N || Arcadia (May 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,224,537,165,005 || KSG || Arcadia (Apr 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || class=&amp;quot;hor-merged-cell-first &amp;quot; | Hibachi || 5,279,674,279,486 || PEK || [https://twitter.com/peketti/status/1492511487277289476 Twitter] (Feb 12, 2022) || no clear&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 5,216,649,352,760 || PEK || [https://twitter.com/peketti/status/1463816695189893126 Twitter] (Nov 25, 2021) || clear&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 5,100,253,895,431 || ZAP || JHA (May 2016)&amp;lt;br&amp;gt;[https://www.nicovideo.jp/watch/sm26631667 Niconico] (Jul 4, 2015) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,993,764,187,443 || ユセミSWY || Arcadia (May 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || Hibachi || 1,454,006,441,161 || KSG || JHA (Mar 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,446,679,741,723 || KSG || JHA (Mar 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || Hibachi || 1,305,973,868,514 || KSG || JHA (Apr 2018) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,233,582,650,927 || KSG || JHA (Mar 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || class=&amp;quot;hor-merged-cell-first &amp;quot; | Hibachi || 5,339,587,847,282 || Kayar || [https://twitter.com/lmt_enche/status/1459180748439650307 Twitter] (Nov 12, 2021)&amp;lt;br&amp;gt;[https://youtu.be/dEo3haktua8 Youtube] (Nov 14, 2021) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,526,617,565,337 || PEK || Arcadia (Oct 2013) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || Inbachi || 1,968,414,228,525 || roki || Arcadia (Sep 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || - || 5,687,371,350,222 || Kayar || [https://twitter.com/lmt_enche/status/1559559642790776835 Twitter] (Aug 16, 2022)&amp;lt;br&amp;gt;[https://www.twitch.tv/videos/1563653188 Twitch] (Aug 16, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || Hibachi || 1,455,172,665,270 || SUG || JHA (Mar 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,314,310,910,618 || KFI-SKY || Arcadia (Jun 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || Hibachi || 1,286,956,448,706 || TAB-T.N || Arcadia (Apr 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,294,037,629,835 || TAB-T.N || Arcadia (Apr 2014) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || Hibachi || 4,702,156,592,905 || ZAP || JHA (May 2016)&amp;lt;br&amp;gt;[http://www.nicovideo.jp/watch/sm28888306 Niconico] (May 21, 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,007,733,640,245 || roki || Arcadia (May 2014) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-customtoggle-4ef1d0aafa5364f81903712ef08af2da mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-customtoggle-4ef1d0aafa5364f81903712ef08af2da mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Subtype !! TLB !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || class=&amp;quot;hor-merged-cell-first &amp;quot; | Hibachi || 1,406,667,393,531 || ECM-SSI-S.I || [https://twitter.com/sakabukiyamato/status/774791237370908672 Twitter] (Sep 11, 2016)&amp;lt;br&amp;gt;JHA (Sep 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,394,929,129,906 || ECM-SSI-S.I || [https://twitter.com/sakabukiyamato/status/773122325273202689 Twitter] (Sep 6, 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,394,159,822,868 || ECM-SSI-S.I || JHA (Aug 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,386,478,212,679 || ECM-SSI-S.I || [https://twitter.com/sakabukiyamato/status/754636263659941889 Twitter] (Jul 17, 2016)&amp;lt;br&amp;gt;JHA (Jul 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,383,243,692,799 || KSG || JHA (Mar 2016) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,121,731,536,611 || う || Arcadia (Aug 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 156,577,463,506 || rkb || Arcadia (Jun 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Expert || Hibachi || 4,616,349,662,381 || ZAP || Arcadia (Dec 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || class=&amp;quot;hor-merged-cell-first &amp;quot; | Shot || Hibachi || 1,353,316,560,754 || RIS || Arcadia (Feb 2015) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 79,723,054,558 || なぜベストを尽くさないのですか？ || Arcadia (Nov 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Laser || Hibachi || 1,303,962,905,284 || TAB-T.N || Arcadia (Apr 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Inbachi || 1,220,631,509,361 || TAB-T.N || Arcadia (Aug 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Expert || class=&amp;quot;hor-merged-cell-first &amp;quot; | Hibachi || 4,754,348,084,488 || Kayar || [https://twitter.com/lmt_enche/status/1430204232515289096 Twitter] (Aug 24, 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,409,265,010,087 || Kayar || [https://twitter.com/lmt_enche/status/1360558888446136323 Twitter] (Feb 13, 2021)&amp;lt;br&amp;gt;[https://youtu.be/98WlmRZzz0A Youtube] (Feb 14, 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 4,106,670,320,551 || PEK || [https://twitter.com/peketti/status/1175400617956667392 Twitter] (Sep 21, 2019) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || Shot || Hibachi || 1,407,730,890,914 || SUG || Arcadia (Aug 2014) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-4ef1d0aafa5364f81903712ef08af2da&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Expert || Hibachi || 3,105,186,181,781 || ZAP || Arcadia (Aug 2013) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: It has been reported that the player ZAP has achieved a score of 5.45 trillion with Type A-Expert. Since the run failed to trigger Hibachi, the score could not be officially submitted.&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2012_012_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82%E6%9C%80%E5%A4%A7%E5%BE%80%E7%94%9F JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=47668 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dodonpachi Saidaioujou EXA Label}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Dodonpachi Saidaioujou EXA Label (exA-Arcadia)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | EXA Label || Type A ||  ||  ||  || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Type B || 907,381,945,292 || LEN || [https://twitter.com/LEN21746060/status/1414185933423878148 Twitter] (Jul 11, 2021) || Inbachi&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Type C ||  ||  ||  || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type D || 1,064,062,532,733 || WSM-MOZ || [https://twitter.com/moz9jp/status/1559888077937864705 Twitter] (Aug 17, 2022) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,054,574,617,586 || AFO || [https://twitter.com/highmustang/status/1561326265810194432 Twitter] (Aug 21, 2022)&amp;lt;br&amp;gt;JHA (Jul 2022) || Inbachi&lt;br /&gt;
|-  &lt;br /&gt;
| Original || Type D || 25,775,904,948 || はんぺん@かやるさんおめでとう！ || [https://twitter.com/HANPE328/status/1447089599315017731 Twitter] (Oct 10, 2021)&amp;lt;br&amp;gt;JHA (Dec 2021) || used D-Shot, Hibachi, no overflow bug&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-customtoggle-c825962baf5e9f3ca082011464098b3b mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-customtoggle-c825962baf5e9f3ca082011464098b3b mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Mode !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | EXA Label || class=&amp;quot;hor-merged-cell-first &amp;quot; | Type D || 1,037,197,840,611 || WSM-MOZ || [https://twitter.com/moz9jp/status/1529460789932789760 Twitter] (May 25, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,023,433,876,132 || WSM-MOZ || [https://twitter.com/moz9jp/status/1527989404752523264 Twitter] (May 21, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,012,677,284,987 || WSM-MOZ || [https://twitter.com/moz9jp/status/1518945846825394176 Twitter] (Apr 26, 2022) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,001,348,489,699 || WSM-MOZ || [https://twitter.com/moz9jp/status/1492088015266537474 Twitter] (Feb 11, 2022)&amp;lt;br&amp;gt;JHA (Feb 2022)&amp;lt;br&amp;gt;[https://youtu.be/nIxBJsa2T7Y Youtube] (Feb 18, 2022) || 1 death in stage 4, Inbachi&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 940,438,825,184 || WSM-MOZ || [https://twitter.com/moz9jp/status/1452269693159362560 Twitter] (Oct 24, 2021)&amp;lt;br&amp;gt;JHA (Nov 2021) || Inbachi, before stage 5 boss 800b&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 900,654,644,995 || 9500まで頑張る。WSM-MOZ || [https://twitter.com/moz9jp/status/1446058226965827587 Twitter] (Oct 7, 2021)&amp;lt;br&amp;gt;JHA (Oct 2021) || Inbachi&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 878,394,675,468 || WSM-MOZ || [https://twitter.com/moz9jp/status/1439151333546737666 Twitter] (Sep 18, 2021)&amp;lt;br&amp;gt;JHA (Sep 2021) || Inbachi&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-c825962baf5e9f3ca082011464098b3b&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 864,168,237,066 || WSM-MOZ || [https://twitter.com/moz9jp/status/1423622157079248897 Twitter] (Aug 6, 2021)&amp;lt;br&amp;gt;JHA (Aug 2021) || Inbachi&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2020_003_%E6%80%92%E9%A6%96%E9%A0%98%E8%9C%82%E6%9C%80%E5%A4%A7%E5%BE%80%E7%94%9FEXA%E3%83%AC%E3%83%BC%E3%83%99%E3%83%AB JHA Leaderboard]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dogyuun}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Dogyuun (Toaplan)&lt;br /&gt;
|-&lt;br /&gt;
! Stage / Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-counterstop-hard &amp;quot; | 99,999,990 || class=&amp;quot;hor-counterstop-hard &amp;quot; | A.K上越 || class=&amp;quot;hor-counterstop-hard &amp;quot; | [https://twitter.com/AK6735/status/127337621948084224 Twitter] (Oct 21, 2011)&amp;lt;br&amp;gt;[https://youtu.be/LmE68TadL-I Youtube] (Dec 31, 2012) || class=&amp;quot;hor-counterstop-hard &amp;quot; | played on ThunderMAME32UI+&lt;br /&gt;
|-  &lt;br /&gt;
| stage 5-1 || 5周目突入、しかし LAOS-長田仙人 || Gamest (Apr 1994) || score 60,790,950&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-customtoggle-821442a05354b7642e16c08546822329 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-customtoggle-821442a05354b7642e16c08546822329 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Stage / Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| area 39-9 || 長田仙人 || Gamest (Oct 1993) || no autofire, score 52,394,330&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| area 31-4 || (V)MPS-まい&amp;amp;#039;ん || Gamest (Aug 1993) || autofire, score 27,235,930&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| area 25-9 || V-MAX: MPS-まい&amp;amp;#039;ん(境) || Gamest (May 1993) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| area 24-9 || 大黒屋KIP || Gamest (Apr 1993) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-821442a05354b7642e16c08546822329&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| stage 3-1 || TYR-星白金-ひむ 俺もブリッジしたい。 || Gamest (Feb 1993) || score 10,000,000+α&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Due to the detection of an infinite pattern right after the release of the game in Gamest issue February 1993, the Japanese scoreboard only kept track of the highest stage reached, not highest score. Following that, the Japanese scoreboard was closed in Gamest issue April 1994 due to the detection of a kill screen in stage 5-1. Shmups Wiki scoreboard closed after the achievement of the counterstop at 99,999,990.&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=58959 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Donpachi}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Donpachi (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| Type A || 92,079,420 || SOF-WTN || [https://twitter.com/sof_wtn/status/991263542459289601 Twitter] (May 1, 2018)&amp;lt;br&amp;gt;JHA (May 2018) || max chain 287&lt;br /&gt;
|-  &lt;br /&gt;
| Type B || 67,051,880 || H.K || [https://twitter.com/oss055055oss398/status/916277884448210945 Twitter] (Oct 6, 2017)&amp;lt;br&amp;gt;JHA (Oct 2017) || macro button for LEFT+RIGHT, 1st loop 30.30m, 2-3 capacity, 2L remaining, max chain 196&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || 70,072,730 || Plasmo || [https://twitter.com/Plasmo_STG/status/1506963917821599751 Twitter] (Mar 24, 2022)&amp;lt;br&amp;gt;[https://youtu.be/U2rMs-44qR0 Youtube] (Mar 27, 2022) || 1st loop 38.60m, 2-3 capacity, 1L remaining, max chain 294&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 66,226,570 || Plasmo || [https://shmups.system11.org/viewtopic.php?p=1278763#p1278763 Shmups Forum] (Oct 4, 2017)&amp;lt;br&amp;gt;JHA (Oct 2017) || 1st loop 29.77m, 2-4 capacity, 3L remaining, max chain 206&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-customtoggle-a2a8dcc8b89c9f6169f51d529f16d6a5 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-customtoggle-a2a8dcc8b89c9f6169f51d529f16d6a5 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type A || 90,988,570 || SOF-WTN || [https://twitter.com/sof_wtn/status/962217439655165952 Twitter] (Feb 10, 2018)&amp;lt;br&amp;gt;JHA (Feb 2018) || 1st loop 36.18m, max chain 288&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 90,316,740 || SOF-WTN || [https://twitter.com/sof_wtn/status/933336072360046592 Twitter] (Nov 22, 2017)&amp;lt;br&amp;gt;JHA (Dec 2017) || 1st loop 39.30m, max chain 281&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 88,292,110 || SOF-WTN || [https://twitter.com/sof_wtn/status/923892308407287808 Twitter] (Oct 27, 2017)&amp;lt;br&amp;gt;JHA (Nov 2017) || 1st loop 39.44m, 2-4 capacity, 3L remaining, max chain 273&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 84,170,530 || SOF-WTN || Arcadia (Jul 2012) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 59,784,370 || 2周目落ちまくり LAOS-長田仙人 || Gamest (Apr 1997) || 3L remaining, 1st loop 27.70m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 59,080,650 || 次回6000万予定? LAOS-長田仙人 || Gamest (Nov 1996) || 3L remaining, 1st loop 26.50m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 58,447,180 || LAOS-長田仙人 || Gamest (Aug 1996) || autofire, 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 56,118,140 || LAOS-長田仙人 || Gamest (Jul 1996) || autofire (button C)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 54,155,980 || 2ミスやれんやれん LAOS-長田仙人 || Gamest (Jun 1996) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 53,894,430 || LAOS-長田仙人 || Gamest (Dec 1995) || autofire, 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 52,221,070 || LAOS-長田仙人 || Gamest (Nov 1995) || autofire (button C), 1st loop 22.40m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 48,747,930 || 2-5で2ミス 最低 LAOS-長田仙人 || Gamest (Oct 1995) || autofire (button C), 3 deaths (2 in 2-5), capacity bonus in 2-3&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 44,145,160 || バンバン様々です LAOS-長田仙人 || Gamest (Sep 1995) || autofire (button C)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 36,395,550 || しょせん高知レベル LAOS-長田仙人 || Gamest (Aug 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 14,229,290 || EX▲-ATC-N.F || Gamest (Jul 1995) || autofire, died in 2-4&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type B || 66,279,310 || H.K || [https://twitter.com/oss055055oss398/status/869500755257864192 Twitter] (May 30, 2017)&amp;lt;br&amp;gt;JHA (Jun 2017) || macro button for LEFT+RIGHT, 1st loop 33.02m, 2-3 capacity, 2L remaining, max chain 268&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 64,468,920 || H.K || [https://twitter.com/oss055055oss398/status/848169198954061824 Twitter] (Apr 1, 2017)&amp;lt;br&amp;gt;JHA (Apr 2017) || macro button for LEFT+RIGHT, 1st loop 29.42m, 3L remaining, max chain 172&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 63,800,980 || H.K || [https://twitter.com/oss055055oss398/status/836191205423665152 Twitter] (Feb 27, 2017)&amp;lt;br&amp;gt;JHA (Mar 2017) || macro button for LEFT+RIGHT, 2L remaining, max chain 174&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 63,619,650 || H.K || [https://twitter.com/oss055055oss398/status/806100337996144640 Twitter] (Dec 6, 2016)&amp;lt;br&amp;gt;JHA (Dec 2016) || macro button for LEFT+RIGHT, 1st loop 29.26m, 3L remaining, max chain 199&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 62,061,700 || H.K || [https://twitter.com/oss055055oss398/status/799994293901398016 Twitter] (Nov 19, 2016)&amp;lt;br&amp;gt;JHA (Nov 2016) || macro button for LEFT+RIGHT, 3L remaining, max chain 130&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 61,380,120 || H.K || [https://twitter.com/oss055055oss398/status/571292863100624897 Twitter] (Feb 27, 2015)&amp;lt;br&amp;gt;JHA (Mar 2016) || macro button for LEFT+RIGHT, 2L remaining, max chain 147&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 61,292,220 || H.K || [https://twitter.com/oss055055oss398/status/548829837318578176 Twitter] (Dec 27, 2014)&amp;lt;br&amp;gt;Arcadia (Apr 2015) || max chain 177&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 60,227,950 || H.K || [https://twitter.com/oss055055oss398/status/515086169302786048 Twitter] (Sep 25, 2014) || max chain 195&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 59,936,010 || 巣鴨のかくれキャラH.S || Gamest (Apr 1997) || 3L remaining, 1st loop 26.53m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 57,448,520 || H.K || Gamest (Mar 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 55,443,370 || 一般人H.S || Gamest (Jan 1997) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 51,883,090 || 一般人H.S || Gamest (Dec 1996) || 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 51,351,930 || 一般人H.S || Gamest (Nov 1996) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 50,312,560 || 一般人H.S || Gamest (Oct 1996) || autofire, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 49,636,730 || 3ミス 究極達人鮫鮫王 || Gamest (Mar 1996) || autofire, 1st loop 21m, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 47,563,660 || 究極達人甘甘王 || Gamest (Feb 1996) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 47,473,160 || IML-星白金-YUJ || Gamest (Jan 1996) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 45,399,820 || 一般人H.S || Gamest (Dec 1995) || autofire, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 44,401,550 || DBL-MOL-NAI || Gamest (Aug 1995) || autofire, 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 19,432,800 || DBL-GAUT-MOL-NAI || Gamest (Jul 1995) || autofire, died in 2-5&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Type C || 62,872,970 || JMB-りゅう || Arcadia (Jun 2012) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 53,790,710 || 押田 久美 || Gamest (Jul 1998) || autofire, 0L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 53,391,130 || 2-3ボス前で1ミス500万落ち、お師匠 || Gamest (Mar 1997) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 53,270,800 || お師匠 || Gamest (Nov 1996) || no autofire, 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 50,537,090 || お師匠 || Gamest (Oct 1996) || 2L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 49,964,620 || お師匠 || Gamest (Sep 1996) || 3L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 48,944,930 || お師匠 || Gamest (Jul 1996) || autofire (button C)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 48,543,770 || 近江からの使者 || Gamest (Feb 1996) || autofire (button C)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 45,158,020 || 近江からの使者 || Gamest (Jan 1996) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 45,085,090 || 近江からの使者 || Gamest (Oct 1995) || autofire (button C)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 35,627,650 || 近江からの使者 || Gamest (Aug 1995) || autofire (button C), 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-a2a8dcc8b89c9f6169f51d529f16d6a5&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 19,135,570 || YGA-IOM²(屋) || Gamest (Jul 1995) || autofire, died in 2-4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1995_008_%E9%A6%96%E9%A0%98%E8%9C%82 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?f=2&amp;amp;amp;t=60135 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Double Wings}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Double Wings (Mitchell)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| 4,204,500 || hamami || Arcadia (Aug 2014) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-customtoggle-64d669ec5cf8cdbf1fde96c6dc35f8d8 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-customtoggle-64d669ec5cf8cdbf1fde96c6dc35f8d8 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,101,000 || 地獄龍-TPT-うづっち || Arcadia (Mar 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,098,500 || 地獄龍-TPF-うづっち || Arcadia (Dec 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,093,000 || 地獄龍-TPF-うづっち || Arcadia (Nov 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,089,800 || 地獄龍-TPF-うづっち || Arcadia (Oct 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,079,900 || 閉店記念! 地獄龍-TPF-うづっち || Gamest (Jun 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,060,100 || RBN-姫子(水) || Gamest (Apr 1995) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,052,600 || G.M.C.DURAN || Gamest (Feb 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 4,026,000 || G.M.C.DURAN || Gamest (Jan 1994) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 3,975,100 || G.M.C.DURAN || Gamest (Dec 1993) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 3,754,000 || TPF-宇塚正夫&amp;amp;#039;R (ほとんど限界!) || Gamest (Nov 1993) || autofire, used Nick, D x7, 0L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 3,637,400 || TPF-ラブっち&amp;amp;#039;R (全国トップ!) || Gamest (Oct 1993) || autofire, used Nick, D x7&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-64d669ec5cf8cdbf1fde96c6dc35f8d8&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 3,303,400 || TTP研-菊地 || Gamest (Sep 1993) || autofire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dragon Blaze}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Dragon Blaze (Psikyo)&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| Ian || 4,217,300 || 三茶鮫 || [https://twitter.com/PaperWeight/status/553532187094441984 Twitter] (Jan 9, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015) || 3L 9B remaining&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Quaid || 4,333,200 || CYS-SAK || [https://twitter.com/cys_sak/status/1461674508335542279 Twitter] (Nov 19, 2021) || played at home&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 4,286,700 || CYS-SAK || [https://twitter.com/1ka2no394285ki/status/1206211120446312448 Twitter] (Nov 3, 2019)&amp;lt;br&amp;gt;JHA (Nov 2019) || no autofire, 3L 9B remaining&lt;br /&gt;
|-  &lt;br /&gt;
| Rob || 4,022,900 || 三茶鮫 || [https://twitter.com/PaperWeight/status/1307333853971791872 Twitter] (Sep 19, 2020)&amp;lt;br&amp;gt;JHA (Sep 2020) || autofire, used 1 bomb&lt;br /&gt;
|-  &lt;br /&gt;
| Sonia || 4,013,500 || 三茶鮫 || Arcadia (Apr 2013) || 3L 9B remaining&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-customtoggle-35eab4fd09036766d0380c56cc2c9e29 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-customtoggle-35eab4fd09036766d0380c56cc2c9e29 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Ian || 3,811,300 || ALZ-H.M || Arcadia (Jan 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,806,200 || Clover-YMN || Arcadia (Dec 2001) || 1st loop 1.63m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,691,200 || Clover-ほか弁 || Arcadia (Nov 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,646,700 || Clover-YMN 残ボム×7。まだまだ || Arcadia (Oct 2001) || 1st loop 1.64m, 3L 7B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,214,600 || Clover-YMN(もやし×3) || Arcadia (Sep 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,214,100 || SAI || Arcadia (Aug 2001) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,106,400 || H.M || Arcadia (Jul 2001) || autofire, 1L 3B 2P remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,040,700 || 2ｰ6ボスで1ミス。初クリア H.M || Arcadia (Apr 2001) || 2L 2B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,771,700 || SAI || Arcadia (Mar 2001) || autofire, 2L 2B 2P remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 2,523,700 || SAI || Arcadia (Feb 2001) || 1L 0B 2P remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Quaid || 4,329,200 || CYS-SAK || [https://twitter.com/cys_sak/status/1461312146319368193 Twitter] (Nov 18, 2021) || played at home&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,327,700 || CYS-SAK || [https://twitter.com/cys_sak/status/1458769007528407046 Twitter] (Nov 11, 2021) || played at home&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,326,600 || CYS-SAK || Played Date (Sep 19, 2021)&amp;lt;br&amp;gt;[https://twitter.com/cys_sak/status/1458769007528407046 Twitter] (Nov 11, 2021) || played at home&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,300,900 || CYS-SAK || Played Date (Sep 5, 2021)&amp;lt;br&amp;gt;[https://twitter.com/cys_sak/status/1458769007528407046 Twitter] (Nov 11, 2021) || played at home&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,268,400 || CYS-SAK || [https://twitter.com/1ka2no394285ki/status/1176041166476734466 Twitter] (Sep 23, 2019)&amp;lt;br&amp;gt;JHA (Oct 2019) || no autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,253,800 || CYS-SAK || JHA (Jul 2017) || no autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,244,000 || CYS-SAK || Played Date (Mar 22, 2017)&amp;lt;br&amp;gt;[https://twitter.com/1ka2no394285ki/status/866304271389773824 Twitter] (May 21, 2017)&amp;lt;br&amp;gt;JHA (Apr 2017) || no autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,243,000 || CYS-SAK || Played Date (Mar 21, 2016)&amp;lt;br&amp;gt;[https://twitter.com/1ka2no394285ki/status/843322848055775232 Twitter] (Mar 19, 2017)&amp;lt;br&amp;gt;JHA (Mar 2016) || autofire, used 1 bomb&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,214,300 || CYS-SAK || [http://aoijun.sakura.ne.jp/Q2/score29.html Game Box Q2] (Sep 23, 2013)&amp;lt;br&amp;gt;Arcadia (Jan 2014)&amp;lt;br&amp;gt;[https://youtu.be/2wcbto0BIB0 Youtube] (Oct 31, 2021) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,104,300 || SYO || Arcadia (Apr 2003) || 1st loop 1.714m, 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,085,300 || SYO || Arcadia (Jan 2003) || 1st loop 1.707m, 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 4,030,200 || SYO || Arcadia (Dec 2002) || 1st loop 1.71m, 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,963,600 || SYO || Arcadia (May 2002) || 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,770,900 || SYO || Arcadia (Apr 2002) || autofire, 3L 8B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,718,900 || 1ミスでした SYO || Arcadia (Mar 2002) || after 1-4 880k, 1st loop 1.67m, 1 death in 2nd loop Desert stage&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,709,700 || SYO || Arcadia (Nov 2001) || 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,522,100 || SYG-D.I || Arcadia (Mar 2001) || autofire, 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,217,500 || ゴミ || Arcadia (Feb 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,077,700 || SYG-D.I || Arcadia (Jan 2001) || 3L 5B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Rob || 4,013,000 || 三茶鮫 || [https://twitter.com/PaperWeight/status/1276501830663409665 Twitter] (Jun 26, 2020)&amp;lt;br&amp;gt;JHA (Jul 2020) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,979,900 || 三茶鮫 || [https://twitter.com/PaperWeight/status/1210906157646266369 Twitter] (Dec 28, 2019)&amp;lt;br&amp;gt;JHA (Jan 2020) || autofire, 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,925,600 || 三茶鮫 || [https://twitter.com/PaperWeight/status/1196413967167447040 Twitter] (Nov 18, 2019)&amp;lt;br&amp;gt;JHA (Oct 2019) || autofire, 3L 8B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,754,400 || T³-CYR-序二段 || Arcadia (Apr 2002) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,747,600 || 隠れウメ信者 || Arcadia (Mar 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,715,500 || お土産は黙祷(兄者談) T³-ムッシュ || Arcadia (Jan 2002) || used only 1 bomb at 2nd loop desert stage boss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,658,800 || T³-ムッシュ || Arcadia (Nov 2001) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,638,600 || 出遅れ || Arcadia (Aug 2001) || 1st loop 1.532m, no miss no bomb&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,607,300 || T³-ムッシュ || Arcadia (Jul 2001) || autofire, 1st loop 1.511m, used 2 bombs&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,558,400 || 2ｰ7で駄ボム使用 T³-ムッシュ || Arcadia (Jun 2001) || used 3 bombs, 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,476,300 || これじゃ足りません埋葬確定? || Arcadia (May 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,429,700 || け〜あい || Arcadia (Mar 2001) || 3L 8B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 3,160,600 || けーあい || Arcadia (Feb 2001) || 3L 8B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Sonia || 3,793,400 || 三軒茶屋Goodは葬儀屋になりました。 || Arcadia (Feb 2004) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,756,700 || 0点と変わりません。 || Arcadia (Dec 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,753,300 || GWD新人AD T³-ムッシュ || Arcadia (Aug 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,604,300 || 元パカラー || Arcadia (May 2002) || autofire, 3L 8B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,575,700 || HYS(醜) || Arcadia (Feb 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,554,700 || KIS (まだ伸びる?) || Arcadia (Dec 2001) || 1st loop 1.49m, 3L 9B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,536,000 || HYS(醜) || Arcadia (Oct 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,458,200 || ボム使いすぎ。 醜!男塾-HYS || Arcadia (Sep 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,336,200 || クビ寸前? 醜!!男塾-HYS || Arcadia (Aug 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,296,600 || ROU || Arcadia (Jul 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 3,204,200 || ROU || Arcadia (Jun 2001) || 3L 7B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 2,888,500 || ROU || Arcadia (May 2001) || 1 death in 1st loop, 2L 5B remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,956,500 || KEN || Arcadia (Mar 2001) || autofire, died in 2-6 (boss)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-35eab4fd09036766d0380c56cc2c9e29&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 2,272,200 || 孫市萌え || Arcadia (Feb 2001) || died in 2-5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2000_031_%E3%83%89%E3%83%A9%E3%82%B4%E3%83%B3%E3%83%96%E3%83%AC%E3%82%A4%E3%82%BA JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=51579 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dragon Breed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Dragon Breed (Irem)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-counterstop-hard &amp;quot; | 9,999,900 || class=&amp;quot;hor-counterstop-hard &amp;quot; | 描YMA-TIT-経(つね) || class=&amp;quot;hor-counterstop-hard &amp;quot; | Arcadia (Aug 2003) || class=&amp;quot;hor-counterstop-hard &amp;quot; | autofire, no miss&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-dbe48dcc51bd8773e482ec1439c6e70f&amp;quot; class=&amp;quot;mw-customtoggle-dbe48dcc51bd8773e482ec1439c6e70f mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-dbe48dcc51bd8773e482ec1439c6e70f&amp;quot; class=&amp;quot;mw-customtoggle-dbe48dcc51bd8773e482ec1439c6e70f mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-dbe48dcc51bd8773e482ec1439c6e70f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-dbe48dcc51bd8773e482ec1439c6e70f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 9,974,000 || HIC-SHIT-ほくさい || Gamest (Jun 1992) || autofire, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-dbe48dcc51bd8773e482ec1439c6e70f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 9,881,000 || HIC-SHIT ほくさい(安) || Gamest (May 1992) || autofire, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-dbe48dcc51bd8773e482ec1439c6e70f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 9,628,500 || 気分は障害物競争不利人(飯) || Gamest (Nov 1989) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-dbe48dcc51bd8773e482ec1439c6e70f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 7,824,000 || INGS-NHG(ど) || Gamest (Oct 1989) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Scoreboard closed after the achievement of the counterstop at 9,999,900.&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1989_004_%E3%83%89%E3%83%A9%E3%82%B4%E3%83%B3%E3%83%96%E3%83%AA%E3%83%BC%E3%83%89 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=38613 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dragon Saber}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Dragon Saber (Namco)&lt;br /&gt;
|-&lt;br /&gt;
! Autofire !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| OFF || 2,363,030 || まお(わ)氏にこれを捧ぐ あぶそうぶ(ベ) || Gamest (Apr 1991) || heart x12, 9+1L remaining&lt;br /&gt;
|-  &lt;br /&gt;
| ON || 2,373,020 || HYAKU-DSK-京城(み) || Gamest (Jun 1991) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-681c6a7ef524406d08f4dbf58bc1b785&amp;quot; class=&amp;quot;mw-customtoggle-681c6a7ef524406d08f4dbf58bc1b785 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-681c6a7ef524406d08f4dbf58bc1b785&amp;quot; class=&amp;quot;mw-customtoggle-681c6a7ef524406d08f4dbf58bc1b785 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-681c6a7ef524406d08f4dbf58bc1b785&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Autofire !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-681c6a7ef524406d08f4dbf58bc1b785&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| OFF || 1,948,240 || 「世界」のスタンド使い!! VAX(ボ)(ビ)(男) || Gamest (Mar 1991) || 1-Up x3, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-681c6a7ef524406d08f4dbf58bc1b785&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| ON || 2,123,080 || HYAKU-DSK-R.W(L)(殺)(ゴ) || Gamest (Mar 1991) || 1-Up x3, no miss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=43455 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dragon Spirit}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Dragon Spirit (Namco)&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | New || 2,006,050 || SRT || [https://twitter.com/SRT93382662/status/1372838927673921537 Twitter] (Mar 19, 2021) || played on emulator PCB&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,873,800 || のんのんセイバー || JHA (Feb 2018) || autofire button 15hz&lt;br /&gt;
|-  &lt;br /&gt;
| Old || class=&amp;quot;hor-counterstop-soft &amp;quot; | 1,564,260 || class=&amp;quot;hor-counterstop-soft &amp;quot; | VIEGLE-HARUKA || class=&amp;quot;hor-counterstop-soft &amp;quot; | Gamest (Nov 1987) || class=&amp;quot;hor-counterstop-soft &amp;quot; | &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-customtoggle-ca2549013ff7895f58f64ad3ea2d1744 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-customtoggle-ca2549013ff7895f58f64ad3ea2d1744 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Version !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | New || 1,852,500 || ZZZ || Arcadia (Jun 2002) || autofire, 1L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || 1,823,510 || Y・Z || Arcadia (Jun 2001) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,762,570 || EXTRA-KCL&amp;amp;amp;CMT || Gamest (Dec 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Old || 1,526,670 || SPREAM-K.W || Gamest (Oct 1987) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-ca2549013ff7895f58f64ad3ea2d1744&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 1,305,120 || HTL-Y.N || Gamest (Sep 1987) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Japanese scoreboard for Old Version closed November 1987 due to the detection of an infinite pattern.&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/1987_001_%E3%83%89%E3%83%A9%E3%82%B4%E3%83%B3%E3%82%B9%E3%83%94%E3%83%AA%E3%83%83%E3%83%88 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=43455 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Dr. Toppel&amp;amp;#039;s Tankentai}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Dr. Toppel&amp;amp;#039;s Tankentai (Kaneko)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source&lt;br /&gt;
|-  &lt;br /&gt;
| 1,565,050 || RVS-MIU || Gamest (Sep 1988)&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-623a142ec6047accafca2c1ecaa192a9&amp;quot; class=&amp;quot;mw-customtoggle-623a142ec6047accafca2c1ecaa192a9 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-623a142ec6047accafca2c1ecaa192a9&amp;quot; class=&amp;quot;mw-customtoggle-623a142ec6047accafca2c1ecaa192a9 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-623a142ec6047accafca2c1ecaa192a9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Score !! Player !! Source&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-623a142ec6047accafca2c1ecaa192a9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,320,480 || SPREAM-I.Z || Gamest (Aug 1988)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-623a142ec6047accafca2c1ecaa192a9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,207,620 || SPREAM-I.Z || Gamest (Jul 1988)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-623a142ec6047accafca2c1ecaa192a9&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,128,670 || SPREAM-I.Z || Gamest (Jun 1988)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Japanese scoreboard closed due to the detection of an infinite pattern. The closed scoreboard is mentioned in Arcadia issue February 2004.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=16524</id>
		<title>User:SMayfield</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=16524"/>
		<updated>2022-08-17T22:53:32Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: nice going, me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---ENGLISH---&lt;br /&gt;
&lt;br /&gt;
Nice to meet you here!&lt;br /&gt;
My name is Serrara; I'm a 22-year old girl living in the United States.&lt;br /&gt;
There really isn't much to say about me other than my love of shumps.&lt;br /&gt;
&lt;br /&gt;
---日本語---&lt;br /&gt;
&lt;br /&gt;
(日本語を勉強しているので翻訳です！)&lt;br /&gt;
&lt;br /&gt;
はじめまして！&lt;br /&gt;
&lt;br /&gt;
私の名前はセララ、アメリカ在住の22歳の女の子です.&lt;br /&gt;
&lt;br /&gt;
そう、私は「ドンパチ マフィア」と繋がっているのですが、本当に驚いていますか？&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=16523</id>
		<title>User:SMayfield</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=16523"/>
		<updated>2022-08-17T22:53:16Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---ENGLISH---&lt;br /&gt;
&lt;br /&gt;
Nice to meet you here!&lt;br /&gt;
My name is Serrara; I'm a 22-year old girl living in the United States.&lt;br /&gt;
There really isn't much to say about me other than my love of shumps.&lt;br /&gt;
Unlike them, though...I don't hurt people except if it's necessary.&lt;br /&gt;
&lt;br /&gt;
---日本語---&lt;br /&gt;
&lt;br /&gt;
(日本語を勉強しているので翻訳です！)&lt;br /&gt;
&lt;br /&gt;
はじめまして！&lt;br /&gt;
&lt;br /&gt;
私の名前はセララ、アメリカ在住の22歳の女の子です.&lt;br /&gt;
&lt;br /&gt;
そう、私は「ドンパチ マフィア」と繋がっているのですが、本当に驚いていますか？&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=16522</id>
		<title>User:SMayfield</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=16522"/>
		<updated>2022-08-17T22:53:02Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---ENGLISH---&lt;br /&gt;
&lt;br /&gt;
Nice to meet you here!&lt;br /&gt;
My name is Serrara; I'm a 22-year old girl living in the United States.&lt;br /&gt;
There really isn't much to say about me other than my love of shumps.&lt;br /&gt;
Unlike them, though...I don't hurt people except if it's necessary.&lt;br /&gt;
&lt;br /&gt;
---日本語---&lt;br /&gt;
&lt;br /&gt;
(日本語を勉強しているので翻訳です！)&lt;br /&gt;
&lt;br /&gt;
はじめまして！&lt;br /&gt;
&lt;br /&gt;
私の名前はセララ、アメリカ在住の20歳の女の子です.&lt;br /&gt;
&lt;br /&gt;
そう、私は「ドンパチ マフィア」と繋がっているのですが、本当に驚いていますか？&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STG_Hall_of_Records/I&amp;diff=16300</id>
		<title>STG Hall of Records/I</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STG_Hall_of_Records/I&amp;diff=16300"/>
		<updated>2022-07-22T02:39:50Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Treasure's leaderboard was established very recently, added to the Hall of Records as a reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anchor|Ibara}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Ibara (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Normal || Bond || 36,010,010 || ACR Archer || [http://home.r00.itscom.net/archer/kimagure Blog] (Jan 24, 2010)&amp;lt;br&amp;gt;Arcadia (May 2010) || after stage 3: 11.45m (0L 2,5B remaining), before final boss: 19.85m (4L 6B remaining)&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Dyne || 31,388,410 || WSM-いのうえ || Arcadia (Jun 2013)&amp;lt;br&amp;gt;[https://www.youtube.com/watch?v=n3pTS_IROMU Youtube] (May 1, 2020) || before final boss 18.48m&lt;br /&gt;
|-  &lt;br /&gt;
| Harder || Bond || 26,467,040 || T.S || [https://youtu.be/5-ysea1km3k Youtube] (Jan 25, 2022) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-78fcaf60aca91689bf47d28cea8db072&amp;quot; class=&amp;quot;mw-customtoggle-78fcaf60aca91689bf47d28cea8db072 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-78fcaf60aca91689bf47d28cea8db072&amp;quot; class=&amp;quot;mw-customtoggle-78fcaf60aca91689bf47d28cea8db072 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-78fcaf60aca91689bf47d28cea8db072&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Mode !! Ship !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-78fcaf60aca91689bf47d28cea8db072&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Harder || Bond || 19,370,080 || お茶まにあ-KMT || Superplay DVD (Aug 3, 2006) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2005_029_%E9%8B%B3%E8%96%94%E8%96%87 JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=18254 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Ibara Kuro: Black Label}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Ibara Kuro: Black Label (CAVE)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| 234,756,810 || おにはそと || Arcadia (Aug 2014) ||  used Silister Similis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2006_030_%E9%8B%B3%E8%96%94%E8%96%87%E9%BB%92_%E3%83%96%E3%83%A9%E3%83%83%E3%82%AF%E3%83%AC%E3%83%BC%E3%83%99%E3%83%AB JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=41469 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Ikaruga}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Ikaruga (Treasure)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Difficulty !! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Arcade || Easy || 32,804,260 || ゆる || Played date: Apr 22, 2006&amp;lt;br&amp;gt;Arcadia (Aug 2006)&amp;lt;br&amp;gt;[http://www.nicovideo.jp/watch/sm5995283 Niconico] (Jan 30, 2009) || 3.99m (130c), 6.09m (202c), 6.93m (231c), 6.72m (203c), 4.89m (90c)&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || Normal || 36,289,710 || トモキソ || JHA (May 2016) || &lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Hard || 35,445,270 || がっきー || Arcadia (Feb 2009) || 4.06m (126c), 6.09m (196c), 7.32m (239c), 7.52m (225c), 6.33m (118c)&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Prototype || class=&amp;quot;hor-merged-cell-first &amp;quot; | Easy || 32,120,760 || E.G.I. || [https://twitter.com/e3g6i1/status/1306867368669245445 Twitter] (Sep 18, 2020)&amp;lt;br&amp;gt;[https://youtu.be/p7Pitjbu8VY Youtube] (Sep 19, 2020) || highest score Steam&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 28,470,440 || fufufu || Arcadia (Oct 2014) || highest score Nesica&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Normal || 37,985,220 || E.G.I. || [https://twitter.com/e3g6i1/status/1284858273204539395 Twitter] (Jul 19, 2020)&amp;lt;br&amp;gt;[https://youtu.be/5O5JxHoi9pg Youtube] (Jul 19, 2020) || 4.43m (137c), 6.38m (203c), 8.66m (287c), 7.69m (124c), 6.22m (126c), highest score Steam&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 37,602,550 || ゆる || [https://twitter.com/yuru2525/status/799137501726158848 Twitter] (Nov 17, 2016)&amp;lt;br&amp;gt;JHA (Nov 2016) || highest score Nesica&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || Hard || 35,078,170 || E.G.I. || [https://twitter.com/e3g6i1/status/1300801297877139456 Twitter] (Sep 1, 2020)&amp;lt;br&amp;gt;[https://youtu.be/qH-8v7pOpO4 Youtube] (Sep 9, 2020) || highest score Steam&lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-customtoggle-d7d495bddee77dd9d7de9071be0d329f mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-customtoggle-d7d495bddee77dd9d7de9071be0d329f mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Mode !! Difficulty !! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-first &amp;quot; | Arcade || class=&amp;quot;hor-merged-cell-first &amp;quot; | Easy || 32,589,350 || 14年ぶりの運動会! HPW-C.I。 || Arcadia (Nov 2003) || chapter 2 9 bonus rows&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 32,571,160 || 頑固家FC結成! HPW-C.I。 || Arcadia (Sep 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 32,382,990 || HPN.-C.I || Arcadia (Aug 2003) || failed to trigger the 5th Chougenbou&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 32,367,200 || GFA-GA2-ISO@黒猫ヤマト || Arcadia (Apr 2003) || autofire, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 31,507,990 || EROたんハァハァ......などと言うと思ったか || Arcadia (Mar 2003) || autofire, 1 death&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 30,904,870 || GFA-GA2-ISO(大雑把タン) || Arcadia (Feb 2003) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 30,448,670 || FMI-麻生(EX強化) || Arcadia (Jan 2003) || no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 30,420,320 || とらのあな初体験は超刺激的ですた。 DQN || Arcadia (Nov 2002) || 80k from Stone Like, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 30,119,090 || OMO2号 || Arcadia (Oct 2002) || autofire, chainbreak in chapter 1, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 30,034,070 || はっしー || Arcadia (Jul 2002) || no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 29,446,550 || 御法川法男パワー使用 皇帝 || Arcadia (Jun 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 29,007,760 || E. || Arcadia (May 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 26,964,660 || メールでの問い合わせには答えられません || Arcadia (Apr 2002) || no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Normal || 36,091,460 || ましこ || Arcadia (Jul 2013) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 36,088,730 || ましこ || Arcadia (Jul 2009) || no autofire, 4.28m (134c), 6.29m (204c), 7,76m (257c), 7.78m (237c), 5,85m (118c)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 36,056,960 || ましこ || Arcadia (Jun 2009) || no autofire, 4.25m (134c/72s), 6.29m (204c/82s), 7,81m (259c/80s), 7.76m (237c/40-27-77s), 5,83m (118c/60-64-1s)&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 36,014,310 || T³-CYR-WIZ ( ﾟДﾟ)yー～～ || Arcadia (Aug 2003)&amp;lt;br&amp;gt;[https://youtu.be/JOjf4zSPZzM Youtube] (Oct 3, 2020) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 35,759,960 || 37564オカダ連合 T³-CYR-WIZ || Arcadia (May 2003) || autofire, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 35,588,310 || とりゃぁ〜〜〜っ! || Arcadia (Apr 2003) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 35,175,990 || 我が軍の整備士は営倉送りだ@クラウド大佐 || Arcadia (Mar 2003) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 35,019,770 || MIR || Arcadia (Feb 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 34,557,540 || すでにもう戻れません T³-CYR-WIZ || Arcadia (Jan 2003) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 34,341,810 || MIR || Arcadia (Oct 2002) || 4.15m &amp;amp;gt; 10.25m &amp;amp;gt; 17.00m &amp;amp;gt; 24.40m &amp;amp;gt; 30.20m&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 33,929,440 || T³-CYR-WIZ || Arcadia (Aug 2002) || autofire, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 33,506,810 || K.W君のお陰でいい夢見れそうです WIZ || Arcadia (Jul 2002) || autofire, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 32,627,110 || ちぃ3ｰW●Z氏 祝30歳おっと...続く || Arcadia (Jun 2002) || chapter 3: 15.62m, chapter 4: 22.94m, chapter 5: 28.62m, 8L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 31,437,320 || Clover-TAC(ザルーバー3号) || Arcadia (May 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 29,295,180 || T³-CYR-WIZ || Arcadia (Apr 2002) || autofire, 7L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell-first &amp;quot; | Hard || 34,289,970 || 整備士を呼べ! 整備士をっ!! || Arcadia (Mar 2003) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 33,431,830 || GFAｰ秘剣ユセミ(£) アセロラジュース狂♥ || Arcadia (Jul 2002) || autofire, no miss&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 32,531,650 || GFAｰ秘剣ユセミ(£) 滝にうたれてきます! || Arcadia (Jun 2002) || autofire, 1 death&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell &amp;quot; |  || class=&amp;quot;hor-merged-cell &amp;quot; |  || 30,365,100 || GFA-ユセミSWY@カボチャの煮付け♥ || Arcadia (May 2002) || autofire, 1 death&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| class=&amp;quot;hor-merged-cell-last &amp;quot; |  || class=&amp;quot;hor-merged-cell-last &amp;quot; |  || 25,883,890 || SRAC-GFA-重力神ユセミSWY || Arcadia (Apr 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-d7d495bddee77dd9d7de9071be0d329f&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| Prototype || Normal || 36,105,420 || ゆる || JHA (Mar 2016) || 1 death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2001_005_%E6%96%91%E9%B3%A9 JHA Leaderboard (Naomi)]&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2013_006_%E6%96%91%E9%B3%A9%EF%BC%88%E3%83%8D%E3%82%B7%E3%82%AB%E7%89%88%EF%BC%89 JHA Leaderboard (Nesica)]&lt;br /&gt;
* [https://www.treasure-inc.co.jp/ranking.html Official Treasure Leaderboard (Steam/Switch/Xbox/PS4/Nesica)]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=48471 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Illvelo}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Illvelo (Milestone)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| 10,1xx,xxx,xxx || TZW-ART? || Superplay DVD (Feb 25, 2011) || DVD limited to 100 pieces&lt;br /&gt;
|-  &lt;br /&gt;
| 10,022,471,520 || TZW-ART? || Arcadia (Feb 2010) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.denfaminicogamer.jp/highscore/2008_023_%E3%82%A4%E3%83%AB%E3%83%99%E3%83%AD JHA Leaderboard]&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=32456 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Image Fight}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Image Fight (Irem)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| 1,908,800 || WGFC-DUE || [https://twitter.com/duefuku/status/556345182627430401 Twitter] (Jan 17, 2015)&amp;lt;br&amp;gt;Arcadia (Apr 2015) || &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-customtoggle-34c89a685243abc8d04cfdc50f581132 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-customtoggle-34c89a685243abc8d04cfdc50f581132 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,852,300 || 説教機械DUE || Arcadia (Aug 2000) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,833,900 || 説教DUE || Arcadia (Dec 1999) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,803,800 || SPREAM-I.Z || Gamest (Jul 1989) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,759,600 || URX-緑の少年 || Gamest (Jun 1989) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,730,500 || HTL-獣神バイオ-X || Gamest (May 1989) || autofire&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,681,700 || URX-緑の少年 || Gamest (Apr 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,649,900 || HTL-Y.N || Gamest (Mar 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-34c89a685243abc8d04cfdc50f581132&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 1,103,900 || G.M.C.N.K || Gamest (Feb 1989) || died 2-7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=51576 Shmups Forum Hi-Score Topic]&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Insector X}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Insector X (Taito)&lt;br /&gt;
|-&lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|-  &lt;br /&gt;
| class=&amp;quot;hor-counterstop-hard &amp;quot; | 867,000 || class=&amp;quot;hor-counterstop-hard &amp;quot; | IML-UUU || class=&amp;quot;hor-counterstop-hard &amp;quot; | Arcadia (Oct 2002) || class=&amp;quot;hor-counterstop-hard &amp;quot; | &lt;br /&gt;
&amp;lt;!-- Remove table rows below if you do NOT want previous records to be displayed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-customtoggle-5a8c135f2e639d715a71882f3b506117 mw-collapsible&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Show previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-customtoggle-5a8c135f2e639d715a71882f3b506117 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#eee; color:#999; font-size: smaller; padding: 2px;&amp;quot; | Hide previous records &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
! Score !! Player !! Source !! Comment&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 865,800 || IML-UUU || Arcadia (Jul 2002) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 863,000 || TYRANT-MIU (ぞ) || Gamest (Dec 1989) || &lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 863,000 || JAG-WOP(ツルータス！) || Gamest (Dec 1989) || 0L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 863,000 || JAG-工藤夕貴(肢体) || Gamest (Dec 1989) || 0L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 863,000 || IML-UUU(た) || Gamest (Dec 1989) || 0L remaining&lt;br /&gt;
|- id=&amp;quot;mw-customcollapsible-5a8c135f2e639d715a71882f3b506117&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:#eee; color:#999;&amp;quot;  &lt;br /&gt;
| 859,100 || VERCA-なっぱ || Gamest (Nov 1989) || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Scoreboard closed in Gamest issue December 1989 due to the achievement of the alleged theoretical max score of 863,000. Scoreboard then reopened in Arcadia issue July 2002 due to newly discovered enemy spawns that were prevented before by the sprite limit. The scoreboard was closed again in Arcadia issue October 2002 due to the achievement of the true theoretical max score of 867,000.&lt;br /&gt;
&lt;br /&gt;
* [https://shmups.system11.org/viewtopic.php?t=37328 Shmups Forum Hi-Score Topic]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15931</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15931"/>
		<updated>2022-05-25T20:44:54Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Practice Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other content from the developer has been frozen as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
On April 14th, 2022 the game was temporarily removed from sale; it was relisted one week later.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are selectable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection in areas is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from the base stats of the selected character, and increases them in steps which are highly variable depending on difficulty &amp;amp; character. &lt;br /&gt;
* Practice Mode, unlike regular attempts, allows for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15923</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15923"/>
		<updated>2022-05-24T22:27:18Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Practice Mode */ We genuinely tried figuring this out through referencing the in-game Status screen and couldn't do it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other content from the developer has been frozen as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
On April 14th, 2022 the game was temporarily removed from sale; it was relisted one week later.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are selectable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from the base stats of the selected character, and increases them in steps which are highly variable depending on difficulty &amp;amp; character. &lt;br /&gt;
* Practice Mode, unlike regular attempts, allows for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15920</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15920"/>
		<updated>2022-05-24T21:08:56Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Practice Mode */ Accidentally gave misinfo, fixing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other content from the developer has been frozen as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
On April 14th, 2022 the game was temporarily removed from sale; it was relisted one week later.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are selectable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop).&lt;br /&gt;
* Rank selection is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from 0% and likely increments to 100% in steps of 20%, scaled with the base stats of the selected character.&lt;br /&gt;
* Practice Mode, unlike regular attempts, allows for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15918</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15918"/>
		<updated>2022-05-24T19:49:47Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Practice Mode */ Formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other content from the developer has been frozen as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
On April 14th, 2022 the game was temporarily removed from sale; it was relisted one week later.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty.&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank.&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Only Story &amp;amp; Rule Mode are selectable (e.g. '''not''' Strict Rule)&lt;br /&gt;
* Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop, for the difficulties Arcade through Pandemonium).&lt;br /&gt;
* Rank selection is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
* FLBs and TLB practice must be unlocked.&lt;br /&gt;
* Power level starts from 0% and likely increments to 100% in steps of 20%, scaled with the base stats of the selected character.&lt;br /&gt;
* Practice Mode, unlike regular attempts, allows for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15917</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15917"/>
		<updated>2022-05-24T19:48:53Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Practice mode */ Added details (some of which are not confirmed).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other content from the developer has been frozen as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
On April 14th, 2022 the game was temporarily removed from sale; it was relisted one week later.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice Mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank*&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
- Only Story &amp;amp; Rule Mode are selectable (e.g. '''not''' Strict Rule)&lt;br /&gt;
- Practice for areas 1 to 4 are unlocked from the start (areas 5 to 7 must be unlocked via the system shop, for the difficulties Arcade through Pandemonium).&lt;br /&gt;
- Rank selection is restricted to ''what is possible in a normal credit'' (e.g. Rank 3 cannot be selected for area 1).&lt;br /&gt;
- FLBs and TLB practice must be unlocked.&lt;br /&gt;
- Power level starts from 0% and likely increments to 100% in steps of 20%, scaled with the base stats of the selected character.&lt;br /&gt;
- Practice Mode, unlike regular attempts, allows for the use of Auto Guard in Nightmare/Pandemonium.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15784</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15784"/>
		<updated>2022-05-06T03:02:12Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Aura */ More precise measurements need to be done with MAME&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
There is also a form of aura when the player ship has invincibility; this can damage various enemies (usually zako) and kill them, however this aura '''cannot''' kill bosses.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&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:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt; ''1000 pts''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt; ''100 pts''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt; ''5000 pts''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt; ''500 pts''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&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:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15783</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=15783"/>
		<updated>2022-05-06T00:49:10Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Scoring Items */ Added values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi_Saidaioujou|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For replays, please refer to the [[DoDonPachi_SaiDaiOuJou/Video_Index|Video Index]].''&lt;br /&gt;
&amp;lt;br&amp;gt;''For information about the exA Label arcade release, or the exA Label game mode, please refer to [[DoDonPachi_SaiDaiOuJou_exA_Label|DoDonPachi SaiDaiOuJou exA Label]].''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
&lt;br /&gt;
The ship's hitbox is 6x6 when using shot or laser, 4x4 on expert.&lt;br /&gt;
It shrinks to 4x4 in shot/laser and 2x2 on expert when moving horizontally; the shrunk hitbox is centered on the ship when moving right, but is shifted to the right when moving left due to a bug.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&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:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt; ''1000 pts''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt; ''100 pts''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt; ''5000 pts''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt; ''500 pts''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&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:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15759</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15759"/>
		<updated>2022-04-29T19:06:30Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* STELLAVANITY - Prelude to the Destined Calamity - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other content from the developer has been frozen as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
On April 14th, 2022 the game was temporarily removed from sale; it was relisted one week later.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15700</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15700"/>
		<updated>2022-04-21T22:22:36Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* STELLAVANITY - Prelude to the Destined Calamity - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other STG content from the developer has been '''permanently canceled''' as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
On April 14th, 2022 the game was temporarily removed from sale; it was relisted one week later. Whether or not this relisting is permanent is unknown.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15671</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15671"/>
		<updated>2022-04-17T18:30:14Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development along with all other STG content from the developer has been '''permanently canceled''' as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
As of April 14th, 2022 the game can no longer be legally purchased; the length of this delisting is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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;
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		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15625</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15625"/>
		<updated>2022-03-26T20:06:58Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
The game's further development (likely including its spinoff, Stellavanity D) has been '''permanently canceled''' as of March 2022, following an incident whose details will not be elaborated upon in this article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15579</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15579"/>
		<updated>2022-03-21T04:55:50Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Shop menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || S neutralization barrier || Lowers enemies resistance to ?&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Parasosa Unit || Widens the Focus attack&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15578</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15578"/>
		<updated>2022-03-20T21:47:25Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Overkilling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
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{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
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|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
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|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
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|art = TRIS-GRAM&lt;br /&gt;
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|releasedate = December 2011&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. This state is known to end when either: a Raid attack completes (including if a Raid would put enemies into the overkill state), or, once Assault attacks cease striking the enemies.&lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound, the background reddening, and the boss' bottom health bar filling with a gray color instead of a red one). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes, via increasing the velocity of all bullets spawned (with different rates depending on difficulty). The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15554</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15554"/>
		<updated>2022-03-19T20:00:13Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: 1.23 removed the Rule Mode requirement for Vier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound and the background reddening). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes. The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The TLB proper, Vier, can only be fought on Rank 4-EX at the end of Stage 7. Vier is significantly harder than the FLBs, and requires nearly all of one's resources to defeat.&lt;br /&gt;
They have resistances to both Ethereal Shift and Blade/Raid attacks, albeit not to the level of FLB A (Elm Order).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15553</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15553"/>
		<updated>2022-03-19T19:54:51Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Renamed section to clear up confusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound and the background reddening). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes. The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== False Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different ending bosses, two False Last Bosses (FLBs), and one True Last Boss (TLB). The tables below outline the hit and rank conditions for an FLB to spawn at the end of the stage 7 (&amp;quot;final&amp;quot;) boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! FLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| FLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| FLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| FLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| FLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| FLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| FLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| FLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15540</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15540"/>
		<updated>2022-03-18T21:43:10Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Shop menu */ Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound and the background reddening). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes. The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of the stage 7 boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless &amp;amp; SMayfield (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Practice ESY-ACD [??? 3] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 3] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15539</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15539"/>
		<updated>2022-03-18T21:42:10Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Shop menu */  Added missing entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound and the background reddening). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes. The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of the stage 7 boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Practice HRD-NTM [??? 1] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Practice HRD-NTM [??? 2] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Practice HRD-NTM [??? 3] || Something difficult will appear in practice between Hard through Nightmare.&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Practice Pandemonium Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Practice Pandemonium Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Practice Pandemonium Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Practice PDM [??? 1] || Allows one to practice Elm Order (FLB A).&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Practice PDM [??? 2] || Allows one to practice Vier Dummy (FLB B).&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Practice PDM [??? 2] || Allows one to practice Vier (TLB).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15495</id>
		<title>STELLAVANITY - Prelude to the Destined Calamity -</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=STELLAVANITY_-_Prelude_to_the_Destined_Calamity_-&amp;diff=15495"/>
		<updated>2022-03-11T13:36:01Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Fixed spelling mistakes and added a bit of info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|width = 324px;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|developer = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|music = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|program = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|art = TRIS-GRAM&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STELLAVANITY - Prelude to the Destined Calamity - ==&lt;br /&gt;
STELLAVANITY - Prelude to the Destined Calamity - is a &amp;quot;bullet hell RPG&amp;quot; released in 2012 by the developer TRIS-GRAM, under the doujin circle Feathered Ether. The game has undergone significant changes since the release of its demo in addition to a number of updates. The current version 1.23 was released in January 2022. The game features 2 characters each with a easy to learn &amp;quot;C-type&amp;quot; and a complex &amp;quot;S-type&amp;quot;. There are six difficulty modes. Unique to the game is the ability to rank up in a run, making patterns harder in addition to suicide bullets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Controls are distinguished by type. Controls can be remapped. This description uses the default keyboard controls.&lt;br /&gt;
&lt;br /&gt;
Type-C Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''X (Tap):''' Discharge&lt;br /&gt;
* '''X (Hold):''' Accelerated Hyper&lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
Type-S Controls &lt;br /&gt;
&lt;br /&gt;
* '''Z:''' Fire&lt;br /&gt;
* '''Space:''' Bomb&lt;br /&gt;
* '''Space (Hold):''' Bomb Hyper&lt;br /&gt;
* '''Assault:''' Toggles Assault, double tap to toggle auto-assault. Auto Assault is on by Default&lt;br /&gt;
* '''A(Tap):''' Delayed Shift&lt;br /&gt;
* '''A(Hold):''' Ethereal Shift&lt;br /&gt;
* '''C:''' Blade. &lt;br /&gt;
* '''F:''' Slowed movement button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
This game has a shop and multiple final bosses based on rank and difficulty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Type-S Explanation ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Stellavanity Type-S.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Delayed Shift Gauge. Requires at least 50% to activate and will turn blue when ready to use.&lt;br /&gt;
* '''2:''' Two gauges integral to scoring. The upper pink gauge is the Counter Shift gauge. When it is enabled, the level of the Counter Shift is shown at the lower right corner of the screen. The lower green gauge is the overkill combo gauge. After an overkill, a number indicating the current overkill bonus will appear next to this gauge. Keep overkilling enemies to add a multiplier to the overkill value. If the gauge empties, the combo will end, signified by the overkill value turning gray.&lt;br /&gt;
* '''3:''' Lives&lt;br /&gt;
* '''4:''' Bombs&lt;br /&gt;
* '''5:''' Ethereal Shift Gauge. Requires at least 50% to activate and will turn yellow when ready to use.&lt;br /&gt;
* '''6''' Blade Gauge. &lt;br /&gt;
* '''7:''' The character's stats&lt;br /&gt;
* '''8+9+10:''' UI addons that display additional information about the run. Not available by default, but can be bought in the shop. &lt;br /&gt;
&lt;br /&gt;
Type-S has a wide variety of tools to both survive and score. Type-S characters retain their normal and focus fire, bombs, bomb conversion and Overdrive from Type-C. Two additional weapons available only in Type-S are Assault and Blade. &lt;br /&gt;
&lt;br /&gt;
Assault is a lock-on laser attack usable on all non-popcorn enemies. Locks are obtained by hitting such enemies with the central part of the character's shot. There is a maximum number of available locks at once, which differs depending on the character. By default, auto-assault is enabled, allowing automatic usage of Assault whenever shot is held down. This can be disabled in favor of manual Assault usage by pressing the Assault button, and re-enabled by double tapping the Assault button in manual mode.&lt;br /&gt;
&lt;br /&gt;
Blade is a short range melee attack. Using it requires spending a portion of the Blade gauge depending on the character. Pressing the button multiple times will trigger a multi-attack Blade combo. The number of possible attacks in the Blade combo (ranging from 1 to 3) depends on the Blade level, which is determined by the amount of Blade gauge available and is viewable at the bottom right corner of the screen. Large enemies and bosses at low health can be targeted for a Raid by pressing the Blade button at the right time, denoted by &amp;quot;RAID OK&amp;quot; appearing at the bottom right corner and a jingle sound playing. Raiding causes the character to swiftly move to the enemy's position, execute a level 3 blade combo regardless of Blade gauge status, and then return to their previous location, all the while becoming invincible for the attack's entire duration. Afterwards, the Blade gauge will turn red and slowly drain, disabling both Blade and Raid until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
Type-S has 2 exclusive &amp;quot;shifts&amp;quot; or hypers. Both shifts disable overkilling upon activation and end overkill combos upon running out, but can be cancelled early by pressing their buttons again, at the cost of half the remaining gauge.&lt;br /&gt;
&lt;br /&gt;
Delayed Shift (kakusei) - This shift spawns more enemies, slows down all bullets on the screen and makes enemies fire more bullets. Killing any enemy during Delayed Shift converts their bullets (other than suicide bullets, if any) into gems. &lt;br /&gt;
&lt;br /&gt;
Entering Delayed Shift also enables a special Counter Shift. During Delayed Shift, all gems collected charge the Counter Shift and increase its level. Higher levels increase the value of future gems collected during that Delayed Shift. When Delayed Shift runs out or is cancelled normally, it releases an energy wave that clears bullets in an area around the player and damages enemies whose bullets were cancelled. Damage and cancel area increases with Counter Shift level, to the point of clearing the entire screen at the maximum level of 3. During boss fights, the Counter Shift slowly charges automatically and will always clear the entire screen of bullets when released.  Bombing during Delayed Shift cancels the shift without creating a Counter Shift, but retains the full amount of Delayed Shift meter at the time of cancellation. &lt;br /&gt;
&lt;br /&gt;
Ethereal Shift powers up both Blade and Assault. Assault becomes automatic rapid fire against all enemies and cannot be turned off. The blade gauge will also become infinite, allowing the player to spam Blade combos. However, Raid will be disabled. During Ethereal Shift, a lot more enemies will spawn. These enemies spawn from an independent wave based on how long you've been in Ethereal Shift. Killing these enemies spawns a large number of coins. When Ethereal Shift ends, a large portion of the Blade gauge will be drained. Getting hit during Ethereal Shift ends it early and spends a bomb to prevent life loss if one is available. Getting hit this way will still count as a hit for TLB and rank requirements, however.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Overkilling ====&lt;br /&gt;
----&lt;br /&gt;
Medium and large enemies enter an 'overkilled' state if their HP is reduced to 0 with either Assault or Blade attacks while not in either Shift. During this state, they do not move or fire bullets. Doing further damage to overkilled enemies increases both shift gauges and is central to the scoring system. &lt;br /&gt;
&lt;br /&gt;
The player can also overkill stage bosses if they reduce the current phase's HP to 0 during Ethereal Shift, leading to a special overkill phase (marked by a special sound and the background reddening). During the overkill phase (called a Counter Burst in-game), the boss will use a harder version of the current phase's pattern, which becomes more difficult the longer it goes. The overkill phase continues until the player takes a hit or their Ethereal Shift runs out. There is no long-term survival consequence to taking a hit during this overkill phase, as the player will not lose any bombs or lives. Furthermore, the game does not register this as a hit for calculating TLB and rank requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
The maximum rank in an area is &amp;quot;Area Number -1&amp;quot;, and the condition changes depending if the player currently is at maximum rank or below maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
The upper row is the condition below maximum rank, and the lower row is the condition at the maximum rank.&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Rank !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &amp;lt;br /&amp;gt;/NORMAL&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
| At max rank || (Same as above) || Hit≦0 || Hit≦0 || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| Below max rank || Hit≦0 || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit 1 ≦&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| Below max rank  || Hit≦0 || Hit ≦ 2 || Hit ≦ 2 || Hit 3 ≦&lt;br /&gt;
|- &lt;br /&gt;
| At max rank|| (Same as above) || Hit 1 ≦ || Hit 1 ≦ || Hit ≦ 2&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE &amp;lt;br /&amp;gt;/PANDEMONIUM&lt;br /&gt;
| Below max rank  || Hit 1 ≦ || Hit ≦ 2 || Hit 3 ≦ || Hit ≦ 4&lt;br /&gt;
|-&lt;br /&gt;
| At max rank|| (Same as above) || Hit ≦ 2 || Hit ≦ 2 || Hit ≦ 2&lt;br /&gt;
|}&lt;br /&gt;
The player starts at rank 0 and can raise it up to rank 4 if the requirements of the above table are met.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally all levels must be played in ascending order - if a level is skipped, the rank will not increase.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
This table shows the cumulative score required when the player is at maximum rank for that stage. The player still needs to chose the next stage in chronological order to rank up.&lt;br /&gt;
IF the player skips a stage please refer to the below table for rank up requirements. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Area.1 !! Area.2 !! Area.3 !! Area.4&lt;br /&gt;
|-&lt;br /&gt;
| EASY || 180,000,000 || 400,000,000 || 650,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NORMAL || 200,000,000 || 500,000,000 || 800,000,000 || 1,300,000,000&lt;br /&gt;
|-&lt;br /&gt;
| ARCADE || 220,000,000 || 550,000,000 || 900,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| HARD || 250,000,000 || 600,000,000 || 1,000,000,000 || 1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTMARE || 200,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
| PANDEMONIUM || 150,000,000 || 450,000,000 || 700,000,000 || 1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table shows the rank up score requirements when the player is not at maximum rank. The maximum rank possible when skipping stages in Rank 2. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty Level !! Rank.0 !! Rank.1 !! Rank.2&lt;br /&gt;
|-&lt;br /&gt;
! EASY&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NORMAL&lt;br /&gt;
| 130,000,000 || 170,000,000 || 200,000,000&lt;br /&gt;
|-&lt;br /&gt;
! ARCADE&lt;br /&gt;
| 160,000,000 || 200,000,000 || 250,000,000&lt;br /&gt;
|-&lt;br /&gt;
! HARD&lt;br /&gt;
| 200,000,000 || 250,000,000 || 300,000,000&lt;br /&gt;
|-&lt;br /&gt;
! NIGHTMARE&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|-&lt;br /&gt;
! PANDEMONIUM&lt;br /&gt;
| 100,000,000 || 120,000,000 || 150,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank 4 EX ==&lt;br /&gt;
&lt;br /&gt;
To obtain Rank 4-EX the player must fulfill the conditions for rank 4 as listed above. Rank 4-EX can be obtained for every character and Type. The &amp;quot;Rank 4&amp;quot; at the bottom left of the HUB will turn red if Rank 4-EX is currently active. This is the only Rank that can go down to 4 if the player takes too many hits. Bombs do not count towards hits and therefore can be used freely. &lt;br /&gt;
The player is not allowed to &lt;br /&gt;
- Take more than 1 hit on stage 5 and 6&lt;br /&gt;
- Take more than 3 hits on stage 7 before the double doors open.&lt;br /&gt;
&lt;br /&gt;
During Rank 4-EX, enemy patterns are faster, more suicide bullets are released and these suicide bullets are faster. Boss fights in area 5 and 6 are unaffected. &lt;br /&gt;
&lt;br /&gt;
After the doors open on stage 7 the game becomes significantly harder, Rank 4-EX cannot be lost anymore and the player will fight Vier after stage 7 boss fight.&lt;br /&gt;
&lt;br /&gt;
=== True Last Boss Conditions ===&lt;br /&gt;
----&lt;br /&gt;
StellaVanity features three different True Last Bosses (TLBs). The tables below outline the hit and rank conditions for a TLB to spawn at the end of the stage 7 boss, Core Unit. &lt;br /&gt;
&lt;br /&gt;
''Type-C conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit ≦10 || Hit ≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦7 || Hit≦12 &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5|| Hit ≦ 12|| Hit ≦ 18|| Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A|| Hit≦4 || Hit≦08|| Hit ≦14&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦14 || Hit≦ 20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦9 || Hit≦16&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8|| Hit ≦16 || Hit ≦ 22 || Guaranteed&lt;br /&gt;
|- &lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦6 || Hit≦10|| Hit≦18&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit ≦18|| Hit≦26 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit ≦ 7|| Hit ≦ 12 || Hit≦20&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦12 || Hit≦20 || Hit≦30 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8 || Hit≦16|| Hit≦24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Type-S conditions:&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! TLB !! Rank.0 !! Rank.1 !! Rank.2 !! Rank.3 !! Rank.4&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|EASY &lt;br /&gt;
| TLB A – Elm Order || Hit≦4 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦2 || Hit≦8|| Hit≦16 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| NORMAL&lt;br /&gt;
| TLB A – Elm Order || Hit≦5 || Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦3 || Hit≦10 || Hit≦18 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|ARCADE&lt;br /&gt;
| TLB A – Elm Order || Hit≦6|| Hit≦16 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦4 || Hit≦12 || Hit≦20 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|HARD&lt;br /&gt;
| TLB A – Elm Order || Hit≦8 || Hit≦18 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦5 || Hit≦14 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|NIGHTMARE&lt;br /&gt;
| TLB A – Elm Order || Hit≦10 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦6 || Hit≦16 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|PANDEMONIUM&lt;br /&gt;
| TLB A – Elm Order || Hit≦16 || Hit≦24 || Guaranteed || Guaranteed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| TLB B – Vier Dummy || N/A || Hit≦8|| Hit≦18 || Hit≦24 || Guaranteed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 EX and Vier ===&lt;br /&gt;
The third TLB, Vier, can only be fought on Rank 4-EX at the end of stage 7. Vier is significantly harder than the other TLBs and can only be fought on Rule Mode. Vier appears on story mode after you have beaten her once in rule mode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Type-S Scoring ==&lt;br /&gt;
&lt;br /&gt;
This section aims to explain the basics of the scoring system for Type-S. Scoring strategies differ between Story Mode and Rule Mode. There are exceptions to tips describe in this section. The most important part of scoring is overkilling enemies which increases all sources of points. There are other aspects of the scoring system which are explained below. &lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
----&lt;br /&gt;
'''Overkill Chain''': Will likely always be active during a stage. To manipulate this value attack enemies targets by assault and raid large enemies when possible. Taking a hit breaks your chain. All sources of points derive from the value of this chain making setting a high value the most important mechanic of scoring.&lt;br /&gt;
&lt;br /&gt;
'''General Strategy for Stages''': Going from Ethereal Hyper (Collecting Coins) to Delayed Shift (Recharging Ethereal Shift + Cash in cancels).&lt;br /&gt;
&lt;br /&gt;
'''Collecting Coins''': Coins raise the value of gems (cancels) throughout the stage. Coins drop normally when destroying enemies and have an increased rate during Ethereal Shift. At certain thresholds Coins increase the value of Gems (cancelled bullets).&lt;br /&gt;
&lt;br /&gt;
'''Multiplier Gains''': Multiplier gains depends on a variety of factors but in general increases when you destroy enemies with a high overkill chain.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': During Ethereal Shift your Blade use is unlimited, if possible, you can stay at that top the screen to destroy enemies as they come. Enemies defeated explode removing bullets in a small radius around them. &lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Destroyed enemies cancel their bullets. Early on in the stage this is primarily used to recharge your Ethereal Shift. Once you’ve reached the White Gem coin threshold Delayed Shift is used to cancel. &lt;br /&gt;
&lt;br /&gt;
'''Counter Shift''': During a delayed shift it is important to charge this up to level 2 – 3 to cancel bullet on the entire screen. Level 2 adds +1 Gem Level to your Cancel, Level 3 adds +2 Gem Level to your cancel.&lt;br /&gt;
&lt;br /&gt;
'''Overkill Bug''': If raiding a large enemies and bombing, the Blade button can be held to stay in place during the bomb animation. Using more than one bomb is possible but not recommended initially. Cashing in with the overkill bug requires a high overkill and a section where Delayed Shift is used to cancel bullets.&lt;br /&gt;
&lt;br /&gt;
===Bosses===&lt;br /&gt;
----&lt;br /&gt;
'''General Strategy for Boss fights''': Going from Delayed Shift (Cancelling boss patterns) to Ethereal Shift (Activating overkill + raising your overkill chain). Having a high gem values is important.&lt;br /&gt;
&lt;br /&gt;
'''Raid''': All phases should be ended with a raid regardless of whether you have an Ethereal Shift charged up.&lt;br /&gt;
&lt;br /&gt;
'''Delayed Shift''': Should be used at the beginning of the phase to cancel patterns and recharge ethereal shift.&lt;br /&gt;
 &lt;br /&gt;
'''Counter Shift''': Counter Shift charges up based on time you’ve spend in Delayed Shift during a boss fight. Counter Shift will always cancel bullets on the entire screen.&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Shift''': Should be used at the end of a phase, if you have it charged up you can raid and hold the Ethereal Shift button. Ethereal Shift will activate during the raid extending the current phase.&lt;br /&gt;
&lt;br /&gt;
'''Overkilling''': Occurs during an Ethereal Shift once the boss HP reaches 0. Continue attacking the boss for more points. Higher points are awards if Blade attacks connect.&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;
== Practice mode ==&lt;br /&gt;
[[File:StellaVanity_practice_mode.png|frameless|637px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''1:''' Game mode.&lt;br /&gt;
* '''2:''' Character and type.&lt;br /&gt;
* '''3:''' Difficulty&lt;br /&gt;
* '''4:''' Area name.&lt;br /&gt;
* '''5:''' Rank&lt;br /&gt;
* '''6:''' Starting position. The default is stage start. You can select every mid boss or area boss.&lt;br /&gt;
* '''7:''' Power level.&lt;br /&gt;
* '''8:''' Auto guard.&lt;br /&gt;
* '''9:''' Start practice.&lt;br /&gt;
* '''10:'''	Back to previous menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Practice for areas 1 to 4 are unlocked from the start.&amp;lt;br /&amp;gt;Practice for areas 5 to 7 must be unlocked via the system shop.&lt;br /&gt;
----&lt;br /&gt;
== Shop menu ==&lt;br /&gt;
All shop translations provided by Legless (https://docs.google.com/document/d/1V4SBVxB6rQ7I7TXx2a6o_8BVP20YPbble7Q0OGsEg6c/edit?usp=sharing) .&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''System shop'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effects/Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 ||  || Extend Score Info Panel || Top right of ingame UI will have a “score to next extend”&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  || Category Score Info Panel || Right side of ingame UI will display amounts of score from each source&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  || Display HIT Info Panel || Displays how many times you’ve gotten hit/bombed&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  || 2 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  || 3 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  || 4 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  || 5 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  || 6 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  || 7 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || 8 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  || 9 Continues || &lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Free play || &lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Rebel Canceller || &lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Practice Easy Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Practice Easy Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Practice Easy Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Practice Normal Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Practice Normal Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Practice Normal Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Practice Arcade Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  || Practice Arcade Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Practice Arcade Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Practice ESY-ACD [??? 1] || Something difficult will appear in practice between Easy through Arcade. &lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  || Practice ESY-ACD [??? 2] || Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  ||  Practice ESY-ACD [??? 3]|| Something difficult will appear in practice between Easy through Arcade.&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || Practice Hard Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Practice Hard Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || Practice Hard Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Practice Nightmare Area 5 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  || Practice Nightmare Area 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Practice Nightmare Area 7 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Item shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID  !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01  ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 02  ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 04  ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || Anti-Demonic Chime || As rank increases, slows down enemy attack strengthening (Rule disabled )&lt;br /&gt;
|-&lt;br /&gt;
| 06  ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 07  ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || B-Diffuser+ || Blade Range +15%, Blade Damage -20%&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || B-Concentrator+ || Blade Damage +30%, Blade Range -15%&lt;br /&gt;
|-&lt;br /&gt;
| 11  ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  ||   Circuit    Fool’s Soul || Damage -20%, Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 16  ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Emergency AI || Automatically using a bomb when Autoguard is OFF (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  || Black Heart || Bombs +1, Not allowed to autobomb or sacrifice lives for bombs&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 21  ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 22  ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || Conductor 80 || Accel Drive Charge +5%, Discharge Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 24  ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Expansion Slot x2 || (Stat Stone) Limit +100&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  || Assault-hold Canceler || Assault shot will not overkill (Rule disabled)&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || [Type-C] Enhancing Set || Damage +3%, Discharge Damage +5%, Accel Drive Charge +3%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  || Stella Enhancing Set || Damage +3%, Gauge Charge +3%, Gauge Drain -3%, Blade Range +3%&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || DC Shift Unit || LV2 CS or higher is always activated after DS is released but DS cannot be released arbitrarily&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  || Curse of the Crab || Up/Down controls reversed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Custom shop'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Some items have effects that are exclusive to Type-C or Type-S.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''Type-S exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Assault (homing missiles on Lemulene and straight beams on Azerlete)&amp;lt;br /&amp;gt;&lt;br /&gt;
Blade&amp;lt;br /&amp;gt;&lt;br /&gt;
Gauge&amp;lt;br /&amp;gt;&lt;br /&gt;
Delayed/Counter Shift (Espgaluda-esque Hyper)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shift (Other Hyper that can extend boss timers, makes your Assault powerful, and allows infinite blading)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Type-C exclusive item effects:''&amp;lt;br /&amp;gt;&lt;br /&gt;
Discharge (“shotgun” attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel Drive (“hyper”)&amp;lt;br /&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Original Name !! Translated Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 01 ||  || Ring of E. Fortune || Coins +10%&lt;br /&gt;
|-&lt;br /&gt;
| 02 ||  || Abrasive Powder || Jewels +10%&lt;br /&gt;
|-&lt;br /&gt;
| 03 ||  || Tactical Manual || Exp. Points +10%&lt;br /&gt;
|-&lt;br /&gt;
| 04 ||  || B-Diffuser || Blade Range +10%, Blade Damage -25%&lt;br /&gt;
|-&lt;br /&gt;
| 05 ||  || B-Concentrator || Blade Damage +20%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 06 ||  || Falcon’s Wings || Mvt. Speed +10%, Laser Damage -3%, Assault Damage +5%&lt;br /&gt;
|-&lt;br /&gt;
| 07 ||  || Angel’s Wings || Mvt. Speed +5%&lt;br /&gt;
|-&lt;br /&gt;
| 08 ||  || Demonic Charm || As rank increases, enemy attacks are strengthened&lt;br /&gt;
|-&lt;br /&gt;
| 09 ||  || Anti-Demonic Charm || As rank increases, slows down enemy attack strengthening&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||  || High-performance Semiconductor Circuit || Gauge Drain -5%, Gauge Charge -10%&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  || Tranquilizer || Assault Damage +15%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 13 ||  || Energy Concentrator || Laser Damage +5%, Shot Damage -10%&lt;br /&gt;
|-&lt;br /&gt;
| 14 ||  || Energy Diffuser || Shot Damage +10%, Laser Damage -5%&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||  ||   Circuit    Fool’s Soul || Damage -20%,Gauge Drain +10%, Gauge Recovery -10%, Blade Range -20%&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  || Hasty’s Shoes || Focused and unfocused movement speed reversed&lt;br /&gt;
|-&lt;br /&gt;
| 17 ||  || Curse of the Turtle || Mvt. Speed -20%&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||  || Stabilizer || Focus speed set to 200&lt;br /&gt;
|-&lt;br /&gt;
| 19 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 ||  || High Storage Capacitor || Discharge Damage +10%, Accel Drive Charge -5%&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 ||  || Expansion Slot x1 || (Stat Stone) Limit +50&lt;br /&gt;
|-&lt;br /&gt;
| 23 ||  || The First K++ || (Stat Stone) cost to enhance stats -1&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 ||  || Spell Enhancer || Bomb Damage +20%&lt;br /&gt;
|-&lt;br /&gt;
| 26 ||  || A neutralization barrier || Lowers enemies resistance to Assault&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||  || B neutralization barrier || Lowers enemies resistance to Blades&lt;br /&gt;
|-&lt;br /&gt;
| 28 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 29 ||  || Book of secret skills || Reduce the character’s hitbox (Does not overlap effect with other items that change hitbox)&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 31 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 32 ||  || Boundary crossing stone || Erase Area +2%&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||  || Giant’s Elixir || Damage +8%, Hitbox Size increased&lt;br /&gt;
|-&lt;br /&gt;
| 35 ||  || Reflector Unit || Counter Shift Power +30%&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||  || Separator Unit || The character's orbits will be divided for a wider attack.&lt;br /&gt;
|-&lt;br /&gt;
| 37 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 38 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| 40 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&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>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hibachi&amp;diff=14114</id>
		<title>Hibachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hibachi&amp;diff=14114"/>
		<updated>2022-01-14T00:56:23Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Reflecting recent change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hibachi ==&lt;br /&gt;
[[Hibachi]] (first named such in [[DoDonPachi]], [[DoDonPachi II: Bee Storm]], and [[DoDonPachi DaiOuJou]]; '''Supreme Killing Weapon, Hibachi''' in [[DoDonPachi DaiFukkatsu|DFK]], also known as '''Element Doll Extra Z-001 &amp;quot;Hina&amp;quot;''' in [[DoDonPachi SaiDaiOuJou|SDOJ]]) is the [[True Last Boss]] in the ''[[DonPachi series]]'', and is most often represented by a flaming bee that is much smaller than the other bosses in the game. Hibachi is contained within the body of (depending on the game) [[Kouryuu]] or [[Taisabachi]], and destroying that container will free them from their slumber and unleash hell upon the player.&lt;br /&gt;
&lt;br /&gt;
Hibachi's first appearance as a TLB was in ''[[DoDonPachi]]'', as the final challenge for players waiting at the end of the second loop of the game, and has appeared in every ''DonPachi'' game since then, with different requirements in each in order to reach them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi]] ====&lt;br /&gt;
Hibachi is fought after defeating [[The Final Demonic Weapon]]&amp;lt;ref&amp;gt;http://shmuplations.com/dodonpachi/&amp;lt;/ref&amp;gt; (aka Kouryuu/Hachi) in the second loop. In order to access the second loop in question, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
*Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
*'''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
Once the player has entered the second loop, they only need to reach the end of the game. The player is allowed to use a continue and still encounter Hibachi at the end.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi II: Bee Storm]] ====&lt;br /&gt;
If the player manages to get '''at least 400,000,000 points''' (can be altered in the game's settings) when Stage 6 is cleared, they will be taken to a hidden 7th stage containing Hibachi.&lt;br /&gt;
Death, bombs, and continues do not invalidate the requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiOuJou]] ====&lt;br /&gt;
Just like in ''DoDonPachi'', the player will fight Hibachi after defeating [[Kouryuu]] at the end of the second loop. To access the second loop, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Bomb '''three times or less'''&lt;br /&gt;
* Collect the '''x2''' bee icon (acquired by collecting all 10 hidden bee icons in a stage) in at least '''three stages without dying''' ''(NOTE: dying at a boss is OK)''&lt;br /&gt;
* Finish the first loop with '''350,000,000pts''' ''(White Label only)''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.0]] ====&lt;br /&gt;
In DFK 1.0, the only way to encounter Hibachi in the second loop is to [[No-Miss]] [[No-Bomb]] the first loop of the game. Unlike the previous games, bee collection is not a requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.5]] ====&lt;br /&gt;
In order to face Hibachi in DFK 1.5, you ''must'' enter the '''Ura''' version of the second loop. Otherwise, you will only face [[Taisabachi|Golden Disaster]] upon reaching the end of the second loop.&lt;br /&gt;
&lt;br /&gt;
To reach the Ura loop and fight Hibachi in DFK 1.5:&lt;br /&gt;
&lt;br /&gt;
* Enter the '''Ura &amp;quot;Hidden&amp;quot; route''' through Stage 1, and stay on that route&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* '''Collect all 45 hidden bee icons'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.51]] ====&lt;br /&gt;
Ver1.51 of DFK has its Hibachi fight hidden behind Hyper Rank. In order to fight them, you must reach maximum Hyper Rank on two out of the five levels in the game. Deaths, bombs, and bee collection are irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] ====&lt;br /&gt;
DFK BL does not contain a second loop, so simply meeting the requirements will allow you to fight Hibachi upon reaching the end of stage 5 and defeating [[Taisabachi|Golden Disaster]].&lt;br /&gt;
&lt;br /&gt;
The requirements are:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''one time''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* Destroy all bosses in the game with a '''maxed-out RED Gauge'''&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, it is irrelevant what route you're on; you can play on the Omote route of the game and still reach Hibachi by satisfying the above conditions. Bees are also irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi SaiDaiOuJou]] ====&lt;br /&gt;
Hibachi appears as the TLB in SDOJ after destroying [[Kouryuu]]. You can fight her by accomplishing the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Collect all '''hidden bee icons''' on any '''three stages'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] -- Zatsuza ====&lt;br /&gt;
In ''DFK Black Label'', there is an alternative True Last Boss named '''Zatsuza''', who is functionally a palette swap of Hibachi and doesn't seem to have any backstory or other appearances in the series to date, but brings with them significantly more dangerous and challenging bullet patterns. Zatsuza does not seem to have any sort of plot behind them, and is considered by most to be a non-canon encounter.&lt;br /&gt;
&lt;br /&gt;
To face Zatsuza, the player must accomplish the following:&lt;br /&gt;
* Must be playing a '''Strong Style''' ship&lt;br /&gt;
* '''[[No-Miss]] the entire game''', including when fighting [[Taisabachi]]&lt;br /&gt;
* Use '''two bombs or less''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* Defeat all bosses with '''full RED Gauge''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi SaiDaiOuJou]] -- Inbachi ====&lt;br /&gt;
A separate entity from Hina aka &amp;quot;Hibachi&amp;quot;, &amp;quot;Inbachi&amp;quot; represents &amp;quot;their other side&amp;quot;, and appears only in ''[[DoDonPachi SaiDaiOuJou]]''. &lt;br /&gt;
Inbachi is a legendarily difficult boss fight created by Tsuneki Ikeda, with no players to date who have defeated it in a full credit attempt. &lt;br /&gt;
They are widely considered to be the '''hardest CAVE boss ever designed''', edging out [[Queen Larsa]] from ''[[Mushihimesama Futari]]'', and even [[Shin Hibachi Kai]] from the [[Death Label]] arrange mode of [[DoDonPachi DaiOuJou]].&lt;br /&gt;
&lt;br /&gt;
To face Inbachi, the player must accomplish the following:&lt;br /&gt;
* '''[[No-Miss]] and No-Bomb the entire game'''&lt;br /&gt;
** Enabling Auto-Bomb itself does not fail the requirements, however using an autobomb does.&lt;br /&gt;
* Collect '''all hidden bee icons''' on all stages&lt;br /&gt;
* Reach a '''Hyper Rank''' of '''30''' (Shot &amp;amp; Laser Type) or '''15''' (Expert Type) before Kouryuu dies&lt;br /&gt;
* Obtain a '''Maximum Hit Chain''' of at least '''15,000''' (Shot &amp;amp; Laser Type) or '''10,000''' (Expert Type) before Kouryuu dies&lt;br /&gt;
** This is not the same as the '''HIT Counter'''; the misconception likely stemmed from these 2 values in high-level play essentially being indistinguishable.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''DoDonPachi DaiOuJou'' is the first ''DonPachi'' game where Hibachi is given their own TLB theme. In ''DoDonPachi'', Hibachi re-uses the standard boss theme that all bosses use, with the exception of [[The Final Demonic Weapon]], who receives their own theme song. The high-BPM drums and heavily overdriven elements of the theme would find itself to become a staple of the boss fight, with each following game upping the intensity of the TLB theme.&lt;br /&gt;
** However, ''DonPachi'' itself a theme for its TLB, Taisabachi. There is also an intermission theme that plays between defeating the last boss, and starting its fight.&lt;br /&gt;
* DOJ's Hibachi fight is the only fight in the series that you cannot defeat using continues, as continues aren't allowed once you reach Stage 2-5. This applies to both White Label and Black Label!&lt;br /&gt;
** If arrange modes are considered, however, this is not true; as the aforementioned [[Shin Hibachi Kai]] cannot be defeated with continues either. This is because of [[Death Label]] outright removing them.&lt;br /&gt;
* In ''DoDonPachi DaiFukkatsu'', Hibachi is shown to have the ability to transform between &amp;quot;ship&amp;quot; and &amp;quot;robot&amp;quot; forms, much like the Element Daughters, alluding to her status as an Element Daughter herself. Hibachi transforms into a humanoid shape more reminiscent of the other Element Daughters when using her final attack.&lt;br /&gt;
** In SDOJ, this sequence is inverted: they start as a humanoid, before shifting into a bee.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi&amp;diff=12123</id>
		<title>DoDonPachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi&amp;diff=12123"/>
		<updated>2021-09-16T08:02:00Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Tried to at least sum up the Maximum Bomb glitch in a way most people could understand. If I got anything wrong, please change it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #B93F25&lt;br /&gt;
|innerbordercolor = #AF4028&lt;br /&gt;
|title = DoDonPachi 怒首領蜂&lt;br /&gt;
|background = #F4826A&lt;br /&gt;
|image = Screenshot_DDP_001.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;
|music =  &lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|art = &lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': February 5, 1997&amp;lt;ref&amp;gt;https://www.mobygames.com/game/dodonpachi/release-info&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Sega Saturn''' &amp;lt;br&amp;gt; '''JP''': Sep 18, 1997&amp;lt;ref&amp;gt;https://www.mobygames.com/game/dodonpachi/release-info&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP''': Sep 10, 1998&amp;lt;ref&amp;gt;https://www.mobygames.com/game/dodonpachi/release-info&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
'''''DoDonPachi''''' &amp;lt;small&amp;gt;(怒首領蜂 &amp;quot;Angry Leader Bee&amp;quot;, abbreviated: '''DDP''')&amp;lt;/small&amp;gt; is the second entry in the [[:Category:DonPachi series|''DonPachi'' series]] of [[shooting game|shoot-em-ups]], developed and released by [[CAVE]]. It expanded upon the chaining system innovated in the [[DonPachi|first game]] in the series, and introduced a &amp;quot;variation system&amp;quot; that allowed you to pick two different styles of three ships (Shot and Laser types), giving the player a slightly higher degree of playstyle customization. &lt;br /&gt;
&lt;br /&gt;
This game in particular is considered by most STG enthusiasts to be the grandfather of the ''bullet hell'' sub-genre of shooting games, pushing bullet counts into the '''hundreds''', especially if the player is able to reach the second [[loop]]. ''DoDonPachi'' is also the first game in the series to introduce [[Hibachi]], the [[True Last Boss]], who would return in all future ''DonPachi'' games as a challenge for particularly skilled players.&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi'' was originally released in the arcades in 1997. It was later ported to the PlayStation and Sega Saturn home consoles. There is also a hidden, albeit very lean, port of ''DoDonPachi'' that can be unlocked in the Xbox 360 visual novel, ''Instant Brain''. All three console ports of ''DoDonPachi'' are considered inferior to the PCB / arcade version of the game for various reasons, and are typically not played for score or competitively. &lt;br /&gt;
&lt;br /&gt;
''DoDonPachi'' is followed up by two games, ''[[DoDonPachi II: Bee Storm]]'', developed by IGS, and ''[[DoDonPachi DaiOuJou]]'', the direct sequel developed once again by CAVE.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:DDP_TitleBG.png|right]]''DoDonPachi'' is a three-button shooter &amp;lt;small&amp;gt;(although the '''C''' button is turned '''off''' by default, and can be enabled in the dipswitches in service mode)&amp;lt;/small&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
There are six stages in the game, with a hidden second loop accessible by achieving certain tasks in-game.&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires the standard &amp;quot;spread&amp;quot; Shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; Laser weapon (also surrounds the player with an Aura that deals extra damage)&lt;br /&gt;
* '''B:''' Releases a Bomb, clearing the screen of bullets and dealing massive damage to enemies on screen&lt;br /&gt;
** When pressing '''B''' by itself, the player will release a '''Spread Bomb''', which damages everything on screen&lt;br /&gt;
** When pressing '''B''' while '''holding A''', the player will release a '''Laser Bomb''', which fires a massive laser blast from the ship that deals extremely high damage to anything in its path&lt;br /&gt;
* '''C:''' Auto-fire for the player's standard Shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
&lt;br /&gt;
[[File:DDP_Ships_2x.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Type-A&amp;lt;/span&amp;gt;''': A red jetplane with fast movement that fires a concentrated straight volley of bullets. The most frequently-used ship for scoring.&lt;br /&gt;
* -- Fastest movement speed | Narrow Shot width&lt;br /&gt;
* -- ('''Shot Type''') Fastest Laser activation speed and damage&lt;br /&gt;
* -- ('''Laser Type''') Slowest Laser activation speed&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Type-B&amp;lt;/span&amp;gt;''': A green helicopter equipped with options that rotate their firing direction with the player's movement direction. Recommended for advanced / technical players.&lt;br /&gt;
* -- Average movement speed | Adjustable options create unique chain opportunities only possible with this ship&lt;br /&gt;
* -- ('''Laser Type''') Fastest Laser activation speed&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Type-C&amp;lt;/span&amp;gt;''': A blue plane that moves slowly, but has the most powerful shot, which fires in a wide spread. Commonly recommended for beginner players due to the weapon strength.&lt;br /&gt;
* -- Slowest movement speed | Most powerful Shot, with the biggest horizontal range&lt;br /&gt;
* -- ('''Shot Type''') Weakest Laser and slowest Laser activation speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ship Types'''&lt;br /&gt;
&lt;br /&gt;
* '''Shot Type''': Increases the strength of the player's Shot, dealing more damage and firing greater shot spreads, but with a weaker Laser and slower movement speed when Lasering&lt;br /&gt;
* '''Laser Type''': Increases the strength of the player's Laser, movement speed when Lasering, producing a bigger aura, and instantly destroying [[zako]]&lt;br /&gt;
** ''All Laser Type ships deal the same amount of damage with the Laser''&lt;br /&gt;
[[File:Ddp hitbox.jpg|300px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hitboxes'''&lt;br /&gt;
&lt;br /&gt;
The hitboxes for the three ships and sub-types are all of the same size. When the player is moving horizontally, the hitbox is gradually shrinking slightly in width. The height stays the same.&lt;br /&gt;
&lt;br /&gt;
* Default position: 6x7 pixel&lt;br /&gt;
&lt;br /&gt;
* Leaning towards one side: 5x7 pixel&lt;br /&gt;
&lt;br /&gt;
* Fully moving horizontally: 4x7 pixel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
'''Seeing Stars!'''&lt;br /&gt;
&lt;br /&gt;
There are three types of stars for the player to collect in the game; Ground Stars ('''300pts'''), Small Stars ('''100pts'''), and Large Stars ('''10000pts'''). Stars are also re-calculated into score bonuses at the end of the stage. Ultimately, star collection does not make a significant difference to the player's score, and it's recommended for players aiming for high scores to focus more on '''chaining''' (below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hit Chaining / Get Point System'''&lt;br /&gt;
&lt;br /&gt;
The central scoring mechanic of ''DoDonPachi'' is the '''Get Point System''' (GPS), returning from ''[[DonPachi]]'', which emphasizes scoring by performing '''hit/kill chains''' upon enemies and the environment, in quick succession. Whereas ''DonPachi'' focused primarily on connecting a bunch of very brief chains for big score gains, ''DoDonPachi'' makes the chaining a little bit more lenient, giving the player more ways to prevent chains from breaking -- pushing the chaining even further by allowing you to '''full-chain''' an entire stage for massive score bonuses -- it is not unrealistic to achieve chains well over 100 HITs with practice and routing. Chain breaks are prevented by '''destroying enemies and objects''', '''training your Laser''' on strong enemies (which now stalls the chain meter and slowly increases your HIT gain), and '''revealing hidden bees''' (see below). This chaining system has been a minor point of contention for some fans of the shmup genre, as it demands '''high levels of skill and perfection''' from the player in order to achieve respectable scores at a high level of play.&lt;br /&gt;
&lt;br /&gt;
The scoring formula of the chain system looks as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| hit count * A '''+''' (hit count - 1) * B '''+''' (hit count - 2) * C '''+''' ... '''+''' 1 * Z&lt;br /&gt;
&amp;lt;small&amp;gt;''(whereas A, B, C, ... , Z are the base values of the enemies chained in successive order)''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a '''3 Hit chain''' with the successive enemy base values of (A = 100), (B = 600), and (Z = 300), results in '''1,800pts''' (3*'''100''' + 2*'''600''' + 1*'''300''' = '''1,800'''). &lt;br /&gt;
&lt;br /&gt;
If the player were to destroy the same enemies but in a ''different order'', this will also have an effect on the total score gain. &lt;br /&gt;
With that in mind, destroying the previous enemies in the order of (A = 600), (B = 300), and (Z = 100) yields '''2,500pts''' total (3*'''600''' + 2*'''300''' + 1*'''100''' = '''2,500'''). For this reason, it is more lucrative to '''destroy enemies with a higher base value''' as '''early''' on in the chain as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boss HIT Calculation'''&lt;br /&gt;
&lt;br /&gt;
The Get Point System functions differently in boss fights in ''DoDonPachi'', removing the GP Meter. Instead, you gain HITs slowly by '''hitting bosses with the Laser''', with the HIT count dropping rapidly when you are not Lasering the boss. Uniquely to ''DoDonPachi'', when the boss reaches red health (you'll hear the VO say &amp;quot;Just a couple more shots!&amp;quot;), firing off a Laser Bomb will rapidly increase the HIT count. In most cases, the Laser Bomb will also destroy the boss. &lt;br /&gt;
&lt;br /&gt;
After destroying the boss, the player is awarded points based off of the following calculations:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 200,000 + (100,000 * stage number) + hit count * (2,000 + 1,000 * stage number)&lt;br /&gt;
&amp;lt;small&amp;gt;''(Note: stage numbers do not count the loop, so 1-1 and 2-1 will have the same stage number.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MAXIMUM Bomb Bonus'''&lt;br /&gt;
&lt;br /&gt;
Another challenging point of contention for players, the MAXIMUM Bomb Bonus is pretty straightforward -- when you '''collect a Bomb''' icon while your Bombs are already at '''maximum capacity''', the player activates MAXIMUM Mode, awarding them '''220pts''' x (MAXIMUM Multiplier) '''every frame''' (1/60fps); there is one ''very'' rare exception in the Trivia section. The MAXIMUM Bomb multiplier starts at 2, and is '''increased by 1 for every Bomb''' collected while in MAXIMUM Mode, and the score will continue to pour in until the player uses a Bomb, or dies. MAXIMUM multiplier value does not drop on death, so if a player ever exits the mode, they can re-activate it through normal play and their previous score gain will resume. The bomb bonus stops giving players score during boss fights, but will resume score gain upon entering the next stage.&lt;br /&gt;
&lt;br /&gt;
The MAXIMUM Bomb Bonus is critical for high level scoring, particularly if the player is able to carry it to the second loop, where the score gain is very lucrative. A player who is able to get a perfect MAX Bomb Bonus ([[no miss]] / no bomb for the entire game, collecting every Bomb capsule) can earn as much as '''~260,000,000pts''' added to their run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hidden Bee Items'''&lt;br /&gt;
&lt;br /&gt;
The hidden bee items that premiered in ''DonPachi'' return here, uncovered by '''lasering the spot that the bees are hidden'''. There are '''13''' bees to collect in each stage, and collecting a bee icon awards the player points, with each collected bee in a stage awarding increased point gain:&lt;br /&gt;
&lt;br /&gt;
| 100 | 200 | 400 | 800 | 1000 | 2000 | 4000 | 8000 | 10000 | 20000 | 40000 | 80000 | '''100000''' |&lt;br /&gt;
&lt;br /&gt;
When the '''final bee''' (100000pts) in a stage is collected, the next stage's bee icons will gain increased point value (1-1 1st bee = 100pts -&amp;gt; 1-2 1st bee = 200pts -&amp;gt; 1-3 1st bee = 400pts, etc.), increasing with each '''bee perfect''' until every bee collected is worth '''1,000,000pts'''. If the player dies even once, the collected value of bees is dropped, and returns back to the start of the scoring pattern (100pts). '''Revealing a bee''' will add '''GP meter''' to your chain, helping prevent chain breaks when playing through stages.&lt;br /&gt;
&lt;br /&gt;
If the player is able to collect every single bee throughout both loops, the total point gain is '''37,803,900pts'''.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;''See [[DoDonPachi/Strategy]] for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Second Loop ====&lt;br /&gt;
Like its predecessor ''DonPachi'', ''DoDonPachi'' features a second loop with more aggressive enemies firing much larger amounts of bullets at a higher frequency. Accessing the second loop is the only way to fight the Last Boss [[Taisabachi]] and the [[True Last Boss]] of the game, [[Hibachi]]. &lt;br /&gt;
&lt;br /&gt;
However, unlike ''DonPachi'', the player must meet certain requirements during play in order to access the second loop. To get to the second loop, the player must accomplish any '''one''' of the following four tasks:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
* Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
* '''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
In addition the player must be playing solo to be able to access the second loop.&lt;br /&gt;
&lt;br /&gt;
==== Scoring Tricks ====&lt;br /&gt;
&lt;br /&gt;
* Destroying the large green carrier ships will make them drop more Stars the closer they are to the bottom of the screen. If they are destroyed while on the very bottom of the screen, they will drop a single Large Star instead of many Small Stars.&lt;br /&gt;
* '''In Stage 1''': Destroying one of the boss's '''side turrets''' while they're '''rotating around the boss''' and shooting blue needle shots will make the boss drop '''ten Large Stars''' instead of two. &lt;br /&gt;
* '''In Stage 2''': Destroying the '''large bunker turret''' before the appearance of the mid-boss will reveal '''a patch of flowers''' in place of the turret. By hovering over these flowers, the player will gain '''10pts every frame''' they are touching the flowers.&lt;br /&gt;
* '''In Stage 3''': A significant amount of score can be earned during the second half of the stage, with the teleporting enemies that shoot volleys of pink needles, and the '''large yellow transport ships'''. The yellow transport ships, when destroyed, will '''cancel every enemy bullet on screen''', rewarding the player points for each bullet canceled. The more bullets that are being created by the needle shooters, the greater the point gain. This technique is a great way to get points in Stage 3, especially if the player hasn't developed a chain route for the stage.&lt;br /&gt;
* '''In Stage 4''': A '''&amp;quot;destroyed&amp;quot; [[Toaplan]] logo''' on the left side of the screen also contains a hidden '''patch of flowers'''. Hovering near the flowers causes them to bloom, gaining the same '''10pts/frame''' score bonus for hovering over them. These flowers can be hit with the Shot for '''510pts''' each hit, or '''1,100pts every 1/30th''' /second with the player's Laser.&lt;br /&gt;
&lt;br /&gt;
==== Differences on 2P-Side ====&lt;br /&gt;
&lt;br /&gt;
For some reason, many shooting games feature differences in game behavior when the player is playing on the player 2 side rather than the player 1 side (likely the result of programming errors), and ''DoDonPachi'' is not an exception to this. When a credit is being played on the 2P side of the screen, the following changes occur:&lt;br /&gt;
* '''(1P)''' When your MAXIMUM Bomb Bonus is active, your '''chain will not drop when using a Laser Bomb'''.&lt;br /&gt;
* '''(2P)''' '''Small Stars accumulate over the course of the whole game''', rather than on a per-stage basis. This results in higher than average end-stage bonuses that increase steadily as the game goes on. This makes it possible for the 2P side to score higher than the 1P side (in theory) and puts a slightly greater scoring value on Small Stars.&lt;br /&gt;
* '''(2P)''' When using a '''Laser Type''' ship, the '''Stage 2-3''' mid-boss is '''less aggressive''' than it is on 1P.&lt;br /&gt;
* '''(2P)''' [[Hibachi]]'s final attack will '''only shoot fast bullets''', regardless of in-game rank.&lt;br /&gt;
&lt;br /&gt;
== Story / Plot ==&lt;br /&gt;
( in progress )&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
( in progress )&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the variety in bullet visuals, all bullets in ''DoDonPachi'' share the '''same hitbox size'''. This property is also shared with ''[[DoDonPachi DaiOuJou]]'' and ''[[Ketsui: Kizuna Jigoku Tachi]]''.&lt;br /&gt;
* This is the first entry in the ''[[DonPachi series]]'' that introduces [[Hibachi]] as the True Last Boss awaiting at the end of the game.&lt;br /&gt;
* In what could very well be the rarest known glitch in the ''[[DonPachi series]]'', the MAXIMUM Bomb Bonus can have its bonus value corrupted. This glitch was likely originally discovered by Japanese superplayers shortly after the game's release, with its details kept secret for decades (to an even greater degree compared to another glitch, &amp;quot;Double GP&amp;quot; aka &amp;quot;Glitcho&amp;quot;).&lt;br /&gt;
** The first known public mention of the Corrupted MAXIMUM Bonus was in December 2016 [https://shmups.system11.org/viewtopic.php?t=56826 by the user &amp;quot;khinra&amp;quot; on the System11 forums]. It was originally suspected to be fake by many skilled players in the community, however reverse engineering of the DoDonPachi MAME ROM set revealed that the report was indeed legitimate.&lt;br /&gt;
** The technical details of the glitch can be viewed [https://www.youtube.com/watch?v=Bcr2Co9MqoE here], however in brief: should enough slowdown be generated prior to a player picking up a bomb item to trigger the MAXIMUM Bomb Bonus, there is roughly a 1 in 8000 chance for a vertical blank interrupt to corrupt the MAXIMUM Bonus value held within the game's memory stack (output by a function which converts the value for said Bonus from an unsigned 16-bit integer to binary-coded decimal).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# &amp;quot;Differences between 1P and 2P player sides (various games)&amp;quot;, by [[User:Plasmo|Plasmo]] | https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=64256&lt;br /&gt;
# Confirmation of Bee perfect requirements for the second loop provided by Juju Kenobi | via STG Rev. 2020 Discord&lt;br /&gt;
# Boss HIT calculations provided by moozooh | via STG Rev. 2020 Discord&lt;br /&gt;
# Laser strength and activation speed tested and confirmed by [[User:Plasmo|Plasmo]] | via STG Rev. 2020 Discord&lt;br /&gt;
# Other various information confirmations and suggestions provided by [[User:Plasmo|Plasmo]] and Juju Kenobi | via STG Rev. 2020 Discord&lt;br /&gt;
# Technical explanation of Corrupted MAXIMUM Bomb Bonus by Olifante | via STG Rev. 2020 Discord&lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11964</id>
		<title>DoDonPachi DaiFukkatsu Arrange B</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_B&amp;diff=11964"/>
		<updated>2021-09-02T01:44:11Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #8AEE3F&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange B&lt;br /&gt;
|background = #F8F8F8&lt;br /&gt;
|image = DFKB TitleScreen.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Nov 25, 2010&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DFKB VerLogo.png|center|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Arrange B''' is an incredibly unique [[arrange]] mode of '''''[[DoDonPachi DaiFukkatsu|DoDonpachi DaiFukkatsu]]'''''; a score attack mode featuring a [[rank]] system that constantly changes based on how the player plays the game. &lt;br /&gt;
&lt;br /&gt;
Rather than play all stages of the game in a full run, the player chooses one of the five stages to play, each one which contains '''its own area rank''', which influences how the stage will play out in real-time. The arrange mode is '''nearly infinitely re-playable''', due to the massive amount of potential runs a stage can have (each requiring a slightly different strategy of approach) and the high level of &amp;quot;customization&amp;quot; possible due to these factors. Aside from being noticeably visually distinct, it is also the most uniquely-playing addition to ''DaiFukkatsu'', requiring a completely different strategy and mentality in order to succeed. Arrange B is likely the least-played and least-explored arrange mode in DFK.&lt;br /&gt;
&lt;br /&gt;
This version of the game will be referred to as &amp;quot;'''DFK B'''&amp;quot; in this guide.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
[[File:DFKB Screenshot 002.jpg|right|thumb|160px]]&lt;br /&gt;
&lt;br /&gt;
'''DFK B''' shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2. The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. The overall mechanics of the game are revised and remixed in several unexpected and unique ways!&lt;br /&gt;
&lt;br /&gt;
* '''A (Released):''' Fires the player's '''Auto-Shot''' weapon, which now has two additional [[option]]s with the ship that fire very short Lasers &amp;lt;small&amp;gt;(this cannot be turned off)&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''A (Hold):''' Fires the ship's &amp;quot;focus&amp;quot; '''Laser''' weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen&lt;br /&gt;
* '''B (Tap/Press):''' Releases a '''Manual Bomb''', clearing the screen of bullets and dealing massive damage to enemies on screen &amp;lt;small&amp;gt;(costs 1 Hyper Gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;If the B button is pressed during a Hyper Counter that was ''activated with 2 full Hyper Gauges'', the player will cancel the Hyper Counter with a '''Free Bomb''' (costs 0 gauge)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;small&amp;gt;Bombs also absorb all '''Ground Stars''' on screen&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''B (Hold):''' Activates '''Hyper Counter''', which increases ship movement speed and damage output. While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into '''Expert Items''' &amp;lt;small&amp;gt;(blue bullets are unaffected)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In DFK B, [[Hyper system|Hyper Counter]] does not have an invincibility period when activated &amp;lt;small&amp;gt;(by default)&amp;lt;/small&amp;gt;. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks; &lt;br /&gt;
* '''Manual Bomb''': Tap the '''B''' button. Costs '''1''' Hyper Gauge. Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu#Ship Customizations|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Auto-Bomb''': Fires '''automatically''' when the player receives damage. Costs '''1''' Hyper Gauge. Auto-Bombs are only available when the player has '''both Hyper Gauges filled'''. Auto-Bombs are not very powerful, but will save the player from death.&lt;br /&gt;
* '''Free Bomb''': Tap the '''B''' button '''during Hyper Counter'''. Costs no Hyper Gauge. In order to use Free Bomb, the player must activate a Hyper Counter while '''both Hyper Gauges are full'''. Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:DFKB auto shot.png|right|thumb|348px|The three ship types in DFK B.]]&lt;br /&gt;
Just like in other modes and releases of DFK, and following ''DonPachi'' series traditions, the player is given the option of '''three different ships''', each with their own positives and negatives:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Type-A'''&amp;lt;/span&amp;gt; (red): Fast movement speed + narrow Shot; three options circle around the front of the player's ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeA_Shot.jpg|2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeA_Laser1.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. Its Laser range in particular is very narrow. In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Type-B'''&amp;lt;/span&amp;gt; (green): Average movement speed + Shot options angle with player movement; three options, two next to the player and one directly behind them&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeB_Shot.jpg|1 ship length above and 1 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeB_Laser1.jpg|2 1/2 ship lengths above and 1 ship width away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-B serves a similar role here as it does in other ''DonPachi'' games, serving as a technical ship that performs at a middle ground between the A and C ships. Its laser options being closer together when using Auto-Shot gives it better point-blank capabilities than the Type-A, and the swerving shot can catch enemies at particular angles and give the player a high amount of control with their Shot, but it does require excellent ship control from the player.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Type-C'''&amp;lt;/span&amp;gt; (blue): Slow movement speed + wide Shot; three options, one directly in front of the ship and two next to / slightly behind the ship&lt;br /&gt;
** '''Auto-Shot:''' Laser options position themselves about [[Media:DFKB_TypeC_Shot.jpg|1/2 ship length above and about 1 1/4 ship width away]]&lt;br /&gt;
** '''Laser:''' Laser options position themselves about [[Media:DFKB_TypeC_Laser1.jpg|1 ship length above and about 2 1/2 ship widths away]]&lt;br /&gt;
** &amp;lt;small&amp;gt;The Type-C is both great at crowd coverage, and a [[point-blank]]ing monster, due to the high amount of projectiles it fires combined with the laser options sitting close to the player when firing the Auto-Shot. It is a particularly useful ship when dealing with high durability enemies. Its movement speed gives it great micro-dodging handling, but does require a careful hand when being forced to macro-dodge and swerve through challenging bullet patterns. Finally, its Laser offers fantastic screen coverage due to how far apart the laser options move, allowing it to efficiently clear screens of enemies while nimbly tap-dodging through a densely packed screen of firepower.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship Customizations ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Instead of selecting Styles &amp;lt;small&amp;gt;(such as in [[DoDonPachi DaiFukkatsu Ver1.0|DFK 1.0]], [[DoDonPachi DaiFukkatsu Ver1.5|DFK 1.5]] and [[DoDonPachi DaiFukkatsu Black Label|DFK BL]])&amp;lt;/small&amp;gt;, the player can instead pick between three different Customizations, each one having its own particular benefit and downside. The player isn't limited in their selection, as they can pick as many as they wish &amp;lt;small&amp;gt;(or none at all)&amp;lt;/small&amp;gt;, allowing them to custom-tailor their ship to their needs.&lt;br /&gt;
[[File:DFKB CustomSelect.jpg|right|thumb|250px]]&lt;br /&gt;
* '''Bomb Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; The strength of Manual Bombs are increased &amp;lt;small&amp;gt;(does not apply to Free Bomb or Auto-Bomb)&amp;lt;/small&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hyper Meter gain from hitting and destroying enemies is reduced&lt;br /&gt;
* '''Laser Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; When using the Laser, the length of the laser options' mini-Lasers is increased from 50% of the screen to 90% &lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The ship's movement speed is no longer boosted while a Hyper Counter is active &lt;br /&gt;
* '''Hyper Customization'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Activating Hyper Counter grants a brief moment of invincibility&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Duration of Hyper Counter is reduced&lt;br /&gt;
&lt;br /&gt;
== Heads-Up Display (HUD) ==&lt;br /&gt;
[[File:DFK HUD.png|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
The UI of DFK B is significantly different than the other modes in DFK, and is packed quite densely with unmarked information and various numbers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Special thanks to QSD for providing the screenshot/diagram on the right.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# '''Hyper Gauges''' -- Hyper Gauge is tied to both Hyper Counters and Bombs. Two meters can be filled at once. &lt;br /&gt;
## &amp;lt;small&amp;gt;When the &amp;quot;B&amp;quot; icon appears under the gauges, the player has access to '''Auto-Bombs''' &amp;lt;small&amp;gt;(spends 1 gauge)&amp;lt;/small&amp;gt;.&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''High Score''' -- Highest score recorded for the current Stage.&lt;br /&gt;
# '''Current Score''' -- The score that the player currently has during this run of the Stage.&lt;br /&gt;
# '''Global Rank''' -- Divided into &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;. &lt;br /&gt;
## &amp;lt;small&amp;gt;''(See [[DoDonPachi DaiFukkatsu Arrange B#Global_Rank|Rank System/Global Rank]] for more info.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
# '''Area Rank''' -- Total value of all enemy ranks in the Stage. &lt;br /&gt;
## &amp;lt;small&amp;gt;From left to right; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not displayed:&lt;br /&gt;
* '''Customizations''' -- Displayed on the bottom right, and indicates what ship customizations the player has active. '''B''' = Bomb, '''L''' = Laser, '''H''' = Hyper.&lt;br /&gt;
* '''Destruction Gauge''' -- A yellow vertical bar that appears on both sides of the screen when destroying enemies. This gauge increases when enemies are destroyed. It is also increased while enemies are being damaged by auto-shot, the amount of increase scaling with the rate at which you are damaging enemies. Otherwise, the gauge rapidly drops. Once it fills past one third of its maximum height, a segment of the gauge will turn red, and any enemies or objects destroyed will drop Expert Items &amp;lt;small&amp;gt;([[DoDonPachi DaiFukkatsu Arrange B#Items|below]])&amp;lt;/small&amp;gt;.&lt;br /&gt;
* '''Expert Gauge''' -- A blue vertical bar that appears next to the Destruction Gauge. This gauge increases as the player collects Expert Items. There are three levels to the gauges. While the gauge is at a higher level, it will cause Global Ranks and Enemy Ranks to increase at a higher rate. This gauge slowly decreases over time.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
[[File:DFKB ExpertItems.jpg|left|thumb|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Expert Items'''&lt;br /&gt;
&lt;br /&gt;
The primary collectible item in this mode is the Expert Item, a gray hexagon that appears either when '''canceling pink bullets in Hyper Counter''', or dropped by enemies when the '''Destruction Gauge fills up to red'''. Expert Items are worth '''1000pts''' each when collected, and are usually dropped in groups of six at a time. Collecting Expert Items fills up the Expert Gauge, and having a high Expert Gauge will accelerate the speed at which the game's rank increases.&lt;br /&gt;
&lt;br /&gt;
Expert Items can be suctioned into the ship by activating '''Hyper Counter''' / using a '''Bomb''' &amp;lt;small&amp;gt;(suction effect lasts for about 2-3 seconds)&amp;lt;/small&amp;gt;. Expert Items can also be siphoned into the ship and collected when they are falling behind the player by lining the ship up vertically above them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Stars'''&lt;br /&gt;
&lt;br /&gt;
Ground Stars serve a different purpose in Arrange B, as they '''refill Hyper Meter''' instead of awarding points. '''Small Ground Stars''' fill up the Hyper Meter by 3%, and '''Large Ground Stars''' refill 12% . Collecting Ground Stars while a hyper counter is active increases the amount of hyper gauge refilled by 50%. Both types of Ground Stars can also be suctioned up into the ship by using Bomb or Hyper Counter, the same as Expert Items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bomb items and [[Extend]]s are removed from DFK B, with the Bomb functionality now tied to the Hyper Meter, and the player given infinite lives.&lt;br /&gt;
&lt;br /&gt;
== Rank System ==&lt;br /&gt;
[[File:DFKB Screenshot 001.jpg|right|thumb|240px|Arrange B '''Stage 1''' gameplay. The Green Grid causes enemies to generate insane amounts of bullets!]]&lt;br /&gt;
DFK B's most notable and unique remix on the original DFK mechanics is highlighted through an extremely complex &amp;quot;'''Global Rank System''',&amp;quot; which increases in complexity and difficulty with every run of a stage. Essentially, in the simplest terms possible, ''the way that you play will influence the ways in which the stage's behavior changes'' in the next run. With each play of the game, enemies in that stage will grow in durability, their attacks will become more aggressive, and their bullet patterns become thicker and faster.&lt;br /&gt;
&lt;br /&gt;
=== Global Rank ===&lt;br /&gt;
----&lt;br /&gt;
The '''Global Rank''' is divided into two digits, which we will refer to as &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Speed Rank'''&amp;lt;/span&amp;gt; (blue) and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Density Rank'''&amp;lt;/span&amp;gt; (orange). &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; determines the '''overall speed of the bullets''' fired by the enemies, whereas &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; determines the '''thickness of bullet patterns''' fired by the enemy, and as the rank increases, further layers of bullets get added onto and fired alongside/on top of the enemy's pre-determined patterns.&lt;br /&gt;
&lt;br /&gt;
These two rank values increase constantly over time. Using '''Auto-Shot''' will cause the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire '''bursts of fast bullets''', and using '''Laser''' will cause the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; to increase and command enemies to fire groups of '''denser bullet clusters''' (spawning small pink bullets on top of/alongside freshly fired bullets at high enough rank).&lt;br /&gt;
&lt;br /&gt;
Both Global Ranks cap out at a maximum of '''10000'''. Dying will cause the Global Ranks to decrease by '''50''' each death; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Rank&amp;lt;/span&amp;gt; will drop if you were using Auto-Fire, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Rank&amp;lt;/span&amp;gt; will drop if you were using Laser.&lt;br /&gt;
&lt;br /&gt;
Entering a colored [[DoDonPachi DaiFukkatsu Arrange B#Bee Icons &amp;amp; Grid System|Grid]] will take rank priority over the rank increase from using certain weapons.&lt;br /&gt;
&lt;br /&gt;
=== Area Rank ===&lt;br /&gt;
----&lt;br /&gt;
Alongside the Global Rank, there is a visible &amp;quot;area rank&amp;quot; that directly influences the rate of rank growth for enemies when they are destroyed, and is carried into the next run of the stage. Unlike the Global Rank, ''Area Rank has no way of being reduced'' in-game, and will persist through every following run. To reset a stage's Area Rank, the rank values have to be initialized &amp;lt;small&amp;gt;(removed/deleted)&amp;lt;/small&amp;gt; in the Options menu of Arrange B's title screen. The Area Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Stage Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stage Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Stage Density Rank&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Stage Durability Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the HP values of enemies. Like the Enemy Durability Rank, Stage Durability increases by destroying enemies before they fire a shot. The rate of growth seems to be ''slightly'' higher if Auto-Shot's laser options are dealing damage via point-blank, but this is not confirmed, and may just be an after-effect of the enhanced damage potential. This rank seems to increase at a flat rate, but the rate of increase is accelerated with a high Expert Gauge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Stage Speed Rank'''&amp;lt;/span&amp;gt; is the rank that influences bullet speed and rate of fire of enemies, and is increased by destroying enemies with the '''Auto-Shot'''. This value increases at a faster rate when the player is in the '''Blue Grid''', and does not increase at all when in the Orange Grid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Stage Density Rank'''&amp;lt;/span&amp;gt; represents the rank that influences the spread and amount of bullets fired by enemies, and is increased when the player destroys enemies with the '''Laser'''. Similar to the Stage Speed Rank, this value increases at a faster rate when the player is in the '''Orange Grid''', and does not increase at all when in the Blue Grid.&lt;br /&gt;
&lt;br /&gt;
Once a stage is completed, the earned rank values &amp;lt;small&amp;gt;(represented in the red number next to each Area Rank)&amp;lt;/small&amp;gt; are then added into their corresponding ranks. Both Stage Speed and Stage Density rank values increase at the same rate when in the '''Green Grid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items &amp;amp; Grid System ===&lt;br /&gt;
----&lt;br /&gt;
In Arrange B, the hidden bee items are uncovered by default. However, rather than reward score, they influence another new mechanic in DFK B: the '''Grid System'''. Collecting a bee will cause a colored grid to appear on top of the background elements of the stage. Each of the '''four''' grid types influences enemy behaviors and the Global Ranks in different ways, and the '''color of the bee item''' that you collect will determine what grid you get put on.&lt;br /&gt;
&lt;br /&gt;
* '''White Grid / No Grid''' -- Collect a flashing bee item while a Hyper Counter isn't active, or lose a life&lt;br /&gt;
** &amp;lt;small&amp;gt;Standard grid when starting a level. Global Ranks increase based on the type of shot fire (Auto-Shot or Laser) that the player is using.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt;''' -- Collect a green bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Speed Ranks&amp;lt;/span&amp;gt; of the stage to increase constantly as long as it is active. Enemies will fire '''smaller clusters of bullets''', but they will fire at a much '''higher speed'''.&amp;lt;/small&amp;gt; &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt;''' -- Collect a gold bee item&lt;br /&gt;
** &amp;lt;small&amp;gt;This grid causes a constant increase in the &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Density Ranks&amp;lt;/span&amp;gt; of the stage. Enemies will fire '''slower groups of bullets''', but in '''larger amounts and thicker clusters'''.&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid''' -- Collect a flashing bee item while Hyper Counter is active, or achieve a high score while playing the stage&lt;br /&gt;
** &amp;lt;small&amp;gt;The grid with the highest risk, the Green Grid increases both Global Ranks rapidly. Enemies fire more dangerous and numerous bullet patterns that ''also'' fire at the player at high speeds.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flashing bees fill 20% of your hyper gauge. Colored bees only increase hyper gauge when collected in their own grid color (green bees in blue grid, yellow bees in orange grid), filling 20% of your gauge as well. If a hyper counter is active, these values increase to 30%.&lt;br /&gt;
&lt;br /&gt;
=== Individual Enemy Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Basics =====&lt;br /&gt;
Every enemy in the game is assigned three rank values, which we will refer to as '''Enemy Rank'''. The Enemy Rank is divided into three rank values: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Enemy Durability Rank&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Enemy Speed Rank&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Enemy Density Rank&amp;lt;/span&amp;gt;. Enemy Rank is not based on groups of enemies; every single individual enemy has their own ranks, managed by the game! Destroying an enemy increases its rank, while getting hit by an enemy decreases its rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;'''Enemy Durability Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''armor scaling''', which affects how much HP they have and how much damage they can take before being destroyed. This is increased when enemies are destroyed before they have the opportunity to fire at the player, and decreases when the player is hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;'''Enemy Speed Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''shot speed scaling'''. As this rank increases, enemies' attacks will start firing extra bullets behind their original patterns, adding greater vertical screen risk and increasing the likelihood of being sniped by unexpected bullets. This value increases if an enemy is destroyed while a blue grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with auto. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;'''Enemy Density Rank'''&amp;lt;/span&amp;gt; represents the enemy's '''bullet spread'''. As this rank increases, enemies' attacks will fire additional bullets next to the bullets in their original patterns, bringing gaps in bullet patterns closer together and increasing the likelihood of the player encountering inescapable bullet walls. This value increases if an enemy is destroyed while an orange grid is active, while a green grid is active, or if no grid is active and the enemy is destroyed with laser. It decreases if your ship is hit (under the same circumstances).&lt;br /&gt;
&lt;br /&gt;
When enemies are destroyed, their Enemy Rank values are updated and carried over into the next run, unless the player exits the run prematurely. If an enemy is destroyed with a Bomb, its rank will not be increased. If your ship is destroyed, the speed and density ranks of all enemies onscreen are decreased.&lt;br /&gt;
&lt;br /&gt;
The score gained from an enemy can be approximated as:&lt;br /&gt;
 enemy_score = enemy_hp/20 * ( enemy_speed/2  +  global_speed/100  + 1) +&lt;br /&gt;
               enemy_hp/20 * (enemy_density/2 + global_density/100 + 1)&lt;br /&gt;
If an enemy is destroyed while a blue grid is active, or if no grid is active and the enemy is destroyed with auto, then the score contribution from speed ranks is doubled. If an enemy is destroyed while an orange grid is active, or if no grid is active and the enemy is destroyed with laser, then the score contribution from density ranks is doubled.&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
Durability rank ranges from 0 to 223, while speed and density range from 0 to 669. The speed and density ranks can be further subdivided into &amp;quot;neutral&amp;quot;, &amp;quot;shot&amp;quot;, and &amp;quot;laser&amp;quot; portions, each ranging from 0 to 223. The sum of these values is displayed to the player. When an enemy is destroyed, its speed and density ranks increase according to the chart below. Durability rank increases in a different fashion; it increases by 1 if an enemy is destroyed before it can shoot. These values are multiplied by the level of the expert gauge, which can be 1, 2, or 3. Enemy rank increase does not occur if an enemy is destroyed while a bomb is active.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank increase !! colspan=&amp;quot;3&amp;quot; | density rank increase&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 1 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 1 || 1 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 1 || 1 || || 1 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 1 || || 1 || 1 || || 1&lt;br /&gt;
|}&lt;br /&gt;
If your ship gets hit (even if you are saved by an autobomb), the rank of the enemy that shot you is reduced according to the following table. Durability rank decreases by 10 in all cases, so it is not included in the table.&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | grid color !! rowspan=&amp;quot;2&amp;quot; | weapon used !! colspan=&amp;quot;3&amp;quot; | speed rank decrease !! colspan=&amp;quot;3&amp;quot; | density rank decrease&lt;br /&gt;
|-&lt;br /&gt;
! general portion !! auto portion !! laser portion !! general portion !! auto portion !! laser portion&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | white/none || auto || 10 || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | blue || auto || 10 || 10 || || || || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || || ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | orange || auto || || || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || || || || 10 || || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | green || auto || 10 || 10 || || 10 || 10 || &lt;br /&gt;
|-&lt;br /&gt;
| laser || 10 || || 10 || 10 || || 10&lt;br /&gt;
|}&lt;br /&gt;
If your ship is destroyed, the durability rank and the general portion of speed rank is reduced by 5 for all enemies onscreen. This includes the enemy that shot you, if it is still onscreen.&lt;br /&gt;
&lt;br /&gt;
Enemy score is a function of its durability, hit points, speed rank, and density rank, as well as global speed rank and global density rank. The score equation is altered slightly depending on grid color as well. The formula for enemy score will be broken up below to reduce complexity. These formulas are calculated from an enemy's new speed and density ranks after it is destroyed, but before its durability rank is updated. &lt;br /&gt;
&lt;br /&gt;
The total speed rank contribution to enemy score is:&lt;br /&gt;
 total_speed = Sn/2 + Sa/2 + Sl/2 + global_speed/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Sn = enemy speed rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Sa = enemy speed rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Sl = enemy speed rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_speed = global speed rank&lt;br /&gt;
The total density rank contribution to enemy score is:&lt;br /&gt;
 total_density = Dn/2 + Da/2 + Dl/2 + global_density/100 + 1&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 Dn = enemy density rank, &amp;quot;neutral&amp;quot; portion&lt;br /&gt;
 Da = enemy density rank, &amp;quot;auto&amp;quot; portion&lt;br /&gt;
 Dl = enemy density rank, &amp;quot;laser&amp;quot; portion&lt;br /&gt;
 global_density = global density rank&lt;br /&gt;
The total hit point contribution to enemy score is:&lt;br /&gt;
 HP = 100*durability + base_hp&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 durability = enemy durability rank&lt;br /&gt;
 base_hp = base enemy hit points&lt;br /&gt;
Finally, the base formula for enemy score is:&lt;br /&gt;
 enemy_score = HP/20 * total_speed + HP/20 * total_density&lt;br /&gt;
 &lt;br /&gt;
 where:&lt;br /&gt;
 HP = score contribution from enemy hit points&lt;br /&gt;
 total_speed = score contribution from speed rank&lt;br /&gt;
 total_density = score contribution from density rank&lt;br /&gt;
Divide the first HP term by 10 instead of 20 if you destroy the enemy while the blue grid is active or if you destroy the enemy with auto while no grid is active. Divide the second HP term by 10 instead of 20 if you destroy the enemy while the orange grid is active or if you destroy the enemy with laser while no grid is active. Divide both HP terms by 10 instead of 20 if you destroy the enemy while the green grid is active.&lt;br /&gt;
&lt;br /&gt;
Some enemies consist of 2 or more parts. Some ground tanks, for example, have a turret and a body. For the purpose of score and rank calculation, the tank has one durability, speed, and density rank; however, destroying the entire tank counts as 2 separate kills. Hence, score is incremented twice and that enemy's rank increases twice. With regards to durability rank, whenever you destroy an enemy part, the game checks if the enemy (''not'' the individual enemy part) has fired yet. If the enemy hasn't fired, durability rank is increased. If it has fired, durability rank is unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Boss Rank and Score ===&lt;br /&gt;
----&lt;br /&gt;
All five Element Daughters (bosses) and the ''DoDonPachi'' bosses (mid-bosses) each have their own Boss Ranks (Boss Speed Rank and Boss Density Rank), which influences all of their bullet patterns each run. Boss rank starts at 0, and can increase up to 1440.&lt;br /&gt;
Boss Speed and Boss Density Ranks can be broken down into two parts -- a &amp;quot;base&amp;quot; value, and an &amp;quot;at-risk&amp;quot; portion -- each ranging from 0 to 720. The base value never decreases. &lt;br /&gt;
&lt;br /&gt;
If you get hit while using '''auto''', the boss’s at-risk '''speed''' rank decreases by 1. &lt;br /&gt;
If you get hit while using '''laser''', the boss’s at-risk '''density''' rank decreases by 1. &lt;br /&gt;
&lt;br /&gt;
The rules for increasing boss speed and density ranks are dependent on grid color, and will be explained further below. Boss rank does not increase if you defeat it with a bomb.&lt;br /&gt;
&lt;br /&gt;
Boss score is a function of '''boss speed rank''', '''boss density rank,''' '''global speed rank''', '''global density rank''', and '''high score''' for the stage. The score equation is altered slightly depending on grid color as well. The formula for boss score will be broken up below to reduce complexity.&lt;br /&gt;
&lt;br /&gt;
 '''H''' = the high score of the current stage being played&lt;br /&gt;
 '''global_speed''' = Global Speed Rank for the stage  &lt;br /&gt;
 '''global_density''' = Global Density Rank for the stage&lt;br /&gt;
 '''boss_speed''' = Boss's current Speed rank&lt;br /&gt;
 '''boss_density''' = Boss's current Density rank&lt;br /&gt;
  '''total_speed''' = score contribution from speed rank, calculated into the base formula&lt;br /&gt;
  '''total_density''' = score contribution from density rank&lt;br /&gt;
    '''boss_score''' = final amount awarded to the player as score for defeating the boss&lt;br /&gt;
&lt;br /&gt;
Total speed rank contribution to boss score:&lt;br /&gt;
 '''total_speed''' = (global_speed / 10) + (boss_speed + 1)&lt;br /&gt;
Total density rank contribution to boss score:&lt;br /&gt;
 '''total_density''' = (global_density / 10) + (boss_density + 1)&lt;br /&gt;
Base formula for boss score (calculated before boss rank is updated):&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== White / No Grid ====&lt;br /&gt;
When a boss is destroyed with '''auto''', score contribution from speed ranks is doubled, and the at-risk portion of boss speed rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
&lt;br /&gt;
When a boss is destroyed with '''laser''', score contribution from density ranks is doubled, and the at-risk portion of boss density rank increases by 1.&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/20,000 * total_density&lt;br /&gt;
The score contribution from speed ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss speed rank increases by 2. If the boss is destroyed with laser, the base portion of boss speed rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF8943&amp;quot;&amp;gt;Orange Grid&amp;lt;/span&amp;gt; ====&lt;br /&gt;
 '''boss_score''' = H/20,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from density ranks is doubled. If the boss is destroyed with auto, the at-risk portion of boss density rank increases by 2. If the boss is destroyed with laser, the base portion of boss density rank increases by 2.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green Grid&amp;lt;/span&amp;gt; / Expert Grid ====&lt;br /&gt;
 '''boss_score''' = H/10,000 * total_speed + H/10,000 * total_density&lt;br /&gt;
The score contribution from speed and density ranks is doubled. At-risk speed, base speed, at-risk density, and base boss density ranks are each increased by 1.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When your ship is destroyed, your score is reduced by 5%. Despite performing this calculation and updating score correctly, an incorrect score decrease is shown to the player.&lt;br /&gt;
* As the majority of a player's score in this mode comes from defeating phases of bosses, it has been mathematically proven that all stages EXCEPT stage 1 can be counterstopped; this is because in said stage, both the midboss (Suzaku) and Element Daughter (A.I.) only have 1 phase each.&lt;br /&gt;
* Unlike all other game modes, Arrange B does not let the player use any Extra Windows with the exception of the input display.&lt;br /&gt;
* It is possible with hacks to access the second loop (route unknown) via directly manipulating the level select pointer to a byte value of 6 or 7.&lt;br /&gt;
** However, doing so results in a session that becomes rapidly unstable as the mode is likely reading junk data at this point. In fact, halfway through 2-2, the game instantly crashes.&lt;br /&gt;
** You cannot however access the hidden EX stage (Golden Disaster / Hibachi), even with hacks, as no entry for the stage exists in the game's binary.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page layout, formatting, organization, and research + verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Information research + verification provided by QSD | via Shmups Discord&lt;br /&gt;
# Research on rank and score for enemies and bosses provided by [[User:Raadgiver|Raadgiver]]&lt;br /&gt;
# DoDonPachi Resurrection ArrangeB(Steam version) Counter stop No miss ( 怒首領蜂大復活アレンジB(Steam版)ノーミスカンスト ) [ Stage 5: 9,999,999,999,999pts ], by QSD | https://www.youtube.com/watch?v=W4ApJVV2m0g&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hibachi&amp;diff=11161</id>
		<title>Hibachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hibachi&amp;diff=11161"/>
		<updated>2021-07-28T04:57:00Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hibachi ==&lt;br /&gt;
[[Hibachi]] (first named such in [[DoDonPachi]], [[DoDonPachi II: Bee Storm]], and [[DoDonPachi DaiOuJou]]; '''Supreme Killing Weapon, Hibachi''' in [[DoDonPachi DaiFukkatsu|DFK]], also known as '''Element Doll Extra Z-001 &amp;quot;Hina&amp;quot;''' in [[DoDonPachi SaiDaiOuJou|SDOJ]]) is the [[True Last Boss]] in the ''[[DonPachi series]]'', and is most often represented by a flaming bee that is much smaller than the other bosses in the game. Hibachi is contained within the body of (depending on the game) [[Kouryuu]] or [[Taisabachi]], and destroying that container will free them from their slumber and unleash hell upon the player.&lt;br /&gt;
&lt;br /&gt;
Hibachi's first appearance as a TLB was in ''[[DoDonPachi]]'', as the final challenge for players waiting at the end of the second loop of the game, and has appeared in every ''DonPachi'' game since then, with different requirements in each in order to reach them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi]] ====&lt;br /&gt;
Hibachi is fought after defeating [[The Final Demonic Weapon]]&amp;lt;ref&amp;gt;http://shmuplations.com/dodonpachi/&amp;lt;/ref&amp;gt; (aka Kouryuu/Hachi) in the second loop. In order to access the second loop in question, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
*Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
*'''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
Once the player has entered the second loop, they only need to reach the end of the game. The player is allowed to use a continue and still encounter Hibachi at the end.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi II: Bee Storm]] ====&lt;br /&gt;
If the player manages to get '''at least 400,000,000 points''' (can be altered in the game's settings) when Stage 6 is cleared, they will be taken to a hidden 7th stage containing Hibachi.&lt;br /&gt;
Death, bombs, and continues do not invalidate the requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiOuJou]] ====&lt;br /&gt;
Just like in ''DoDonPachi'', the player will fight Hibachi after defeating [[Kouryuu]] at the end of the second loop. To access the second loop, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Bomb '''three times or less'''&lt;br /&gt;
* Collect the '''x2''' bee icon (acquired by collecting all 10 hidden bee icons in a stage) in at least '''three stages without dying''' ''(NOTE: dying at a boss is OK)''&lt;br /&gt;
* Finish the first loop with '''350,000,000pts''' ''(White Label only)''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.0]] ====&lt;br /&gt;
In DFK 1.0, the only way to encounter Hibachi in the second loop is to [[No-Miss]] [[No-Bomb]] the first loop of the game. Unlike the previous games, bee collection is not a requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.5]] ====&lt;br /&gt;
In order to face Hibachi in DFK 1.5, you ''must'' enter the '''Ura''' version of the second loop. Otherwise, you will only face [[Taisabachi|Golden Disaster]] upon reaching the end of the second loop.&lt;br /&gt;
&lt;br /&gt;
To reach the Ura loop and fight Hibachi in DFK 1.5:&lt;br /&gt;
&lt;br /&gt;
* Enter the '''Ura &amp;quot;Hidden&amp;quot; route''' through Stage 1, and stay on that route&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* '''Collect all 45 hidden bee icons'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.51]] ====&lt;br /&gt;
Ver1.51 of DFK has its Hibachi fight hidden behind Hyper Rank. In order to fight them, you must reach maximum Hyper Rank on two out of the five levels in the game. Deaths, bombs, and bee collection are irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] ====&lt;br /&gt;
DFK BL does not contain a second loop, so simply meeting the requirements will allow you to fight Hibachi upon reaching the end of stage 5 and defeating [[Taisabachi|Golden Disaster]].&lt;br /&gt;
&lt;br /&gt;
The requirements are:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''one time''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* Destroy all bosses in the game with a '''maxed-out RED Gauge'''&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, it is irrelevant what route you're on; you can play on the Omote route of the game and still reach Hibachi by satisfying the above conditions. Bees are also irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi SaiDaiOuJou]] ====&lt;br /&gt;
Hibachi appears as the TLB in SDOJ after destroying [[Kouryuu]]. You can fight her by accomplishing the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Collect all '''hidden bee icons''' on any '''three stages'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] -- Zatsuza ====&lt;br /&gt;
In ''DFK Black Label'', there is an alternative True Last Boss named '''Zatsuza''', who is functionally a palette swap of Hibachi and doesn't seem to have any backstory or other appearances in the series to date, but brings with them significantly more dangerous and challenging bullet patterns. Zatsuza does not seem to have any sort of plot behind them, and is considered by most to be a non-canon encounter.&lt;br /&gt;
&lt;br /&gt;
To face Zatsuza, the player must accomplish the following:&lt;br /&gt;
* Must be playing a '''Strong Style''' ship&lt;br /&gt;
* '''[[No-Miss]] the entire game''', including when fighting [[Taisabachi]]&lt;br /&gt;
* Use '''two bombs or less''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* Defeat all bosses with '''full RED Gauge''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi SaiDaiOuJou]] -- Inbachi ====&lt;br /&gt;
A separate entity from Hina aka &amp;quot;Hibachi&amp;quot;, &amp;quot;Inbachi&amp;quot; represents &amp;quot;their other side&amp;quot;, and appears only in ''[[DoDonPachi SaiDaiOuJou]]''. &lt;br /&gt;
Inbachi is a legendarily difficult boss fight created by Tsuneki Ikeda, with no players to date who have defeated it legitimately. &lt;br /&gt;
They are widely considered to be the '''hardest CAVE boss ever designed''', edging out [[Queen Larsa]] from ''[[Mushihimesama Futari]]'', and even [[Shin Hibachi Kai]] from the [[Death Label]] arrange mode of [[DoDonPachi DaiOuJou]].&lt;br /&gt;
&lt;br /&gt;
To face Inbachi, the player must accomplish the following:&lt;br /&gt;
* '''[[No-Miss]] and No-Bomb the entire game'''&lt;br /&gt;
** Enabling Auto-Bomb itself does not fail the requirements, however using an autobomb does.&lt;br /&gt;
* Collect '''all hidden bee icons''' on all stages&lt;br /&gt;
* Reach a '''Hyper Rank''' of '''30''' (Shot &amp;amp; Laser Type) or '''15''' (Expert Type) before Kouryuu dies&lt;br /&gt;
* Obtain a '''Maximum Hit Chain''' of at least '''15,000''' (Shot &amp;amp; Laser Type) or '''10,000''' (Expert Type) before Kouryuu dies&lt;br /&gt;
** This is not the same as the '''HIT Counter'''; the misconception likely stemmed from these 2 values in high-level play essentially being indistinguishable.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''DoDonPachi DaiOuJou'' is the first ''DonPachi'' game where Hibachi is given their own TLB theme. In ''DoDonPachi'', Hibachi re-uses the standard boss theme that all bosses use, with the exception of [[The Final Demonic Weapon]], who receives their own theme song. The high-BPM drums and heavily overdriven elements of the theme would find itself to become a staple of the boss fight, with each following game upping the intensity of the TLB theme.&lt;br /&gt;
** However, ''DonPachi'' itself a theme for its TLB, Taisabachi. There is also an intermission theme that plays between defeating the last boss, and starting its fight.&lt;br /&gt;
* DOJ's Hibachi fight is the only fight in the series that you cannot defeat using continues, as continues aren't allowed once you reach Stage 2-5. This applies to both White Label and Black Label!&lt;br /&gt;
** If arrange modes are considered, however, this is not true; as the aforementioned [[Shin Hibachi Kai]] cannot be defeated with continues either. This is because of [[Death Label]] outright removing them.&lt;br /&gt;
* In ''DoDonPachi DaiFukkatsu'', Hibachi is shown to have the ability to transform between &amp;quot;ship&amp;quot; and &amp;quot;robot&amp;quot; forms, much like the Element Daughters, alluding to her status as an Element Daughter herself. Hibachi transforms into a humanoid shape more reminiscent of the other Element Daughters when using her final attack.&lt;br /&gt;
** In SDOJ, this sequence is inverted: they start as a humanoid, before shifting into a bee.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=9648</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=9648"/>
		<updated>2021-05-16T04:56:46Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Epic format fail :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&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:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&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:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=9647</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=9647"/>
		<updated>2021-05-16T04:55:58Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Requirements for Inbachi are finally correct!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&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:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&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:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| Rank at least 15&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;The correct conditions were found by [https://cdn.discordapp.com/attachments/664608913450205215/843311814959300638/unknown.png decompiling the code] of the Xbox 360 port.&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 15,000&lt;br /&gt;
| Max HIT Count ≥ 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=9632</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=9632"/>
		<updated>2021-05-15T02:05:22Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Apparently literally everyone in the west got the Expert rank requirement for Inbachi wrong. Added proof.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
__TOC__ &lt;br /&gt;
|| &lt;br /&gt;
[[File:SDOJ_Logo.png|frameless|500px|upright=0.6667|center|Game logo, as used for the Xbox 360 release.]] &lt;br /&gt;
||&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #346e82&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou&lt;br /&gt;
|background = #aad0d2&lt;br /&gt;
|image = SDOJ_X360_Title.png&lt;br /&gt;
|imagecaption = Title screen &amp;lt;small&amp;gt;(Xbox 360 port)&amp;lt;/small&amp;gt;&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Akari Sengoku&amp;lt;br/&amp;gt;Azusa Chiba&amp;lt;br/&amp;gt;Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br&amp;gt;Shinobu Yagawa&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013&lt;br /&gt;
|previousgame = ''[[DoDonPachi DaiFukkatsu Black Label]]''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoDonPachi SaiDaiOuJou ==&lt;br /&gt;
&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''' or just '''SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the [[:Category:DonPachi series|''Donpachi'' series]], and the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release. Unlike its predecessor ''[[DoDonPachi DaiFukkatsu]]'', which had a heavy emphasis on bullet canceling using the &amp;quot;Hyper Counter&amp;quot; mechanic, ''SaiDaiOuJou'' was designed to be mechanically simpler, with more focus on raw bullet dodging. As the name suggests, ''SaiDaiOuJou'' has many mechanical similarities to ''[[DoDonPachi DaiOuJou]]''. &lt;br /&gt;
&lt;br /&gt;
SDOJ saw a &amp;quot;Version 1.5&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new ''Xbox 360 Mode'' with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous GP &amp;quot;overflow&amp;quot; bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A second arcade release of the game, ''[[DoDonPachi SaiDaiOuJou exA Label]]'', was announced in 2020 for the ''EXA-Arcadia'' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic. ''Exa Label'' includes a port of the original arcade release of ''SaiDaiOuJou'', an updated rework of the Xbox 360 port's Xbox 360 Mode (in the form of ''X-Arrange''), a new ''Exa Label'' arrangement featuring gameplay somewhat similar to ''[[DoDonPachi DaiFukkatsu Black Label]]'', and a mode allowing players to immediately challenge the second [[Glossary#True_Last_Boss|true last boss]], Inbachi.&lt;br /&gt;
&lt;br /&gt;
A limited-release mobile game based on ''SaiDaiOuJou'', known as ''DoDonPachi Ichimen-Bancho,'' was also produced. Originally available for iOS, it has since become unavailable to download. Though reusing many assets and mechanics, it is a dramatically different game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Screen Elements ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== HUD ====&lt;br /&gt;
&lt;br /&gt;
==== Scrolling ====&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Control Explanation ====&lt;br /&gt;
''DoDonPachi SaiDaiOuJou'' uses three buttons and an 8-direction joystick per Player during gameplay. Each Player also has a Start button that is used to begin the game after coin entry or Continue after a Game Over. No differences are known between playing on 1P side and 2P side (other than the HUD position), so a cabinet can be configured on either side when using a 1-Player control panel without affecting gameplay.&lt;br /&gt;
[[File:SDOJ Controls English.png|450px|frame|right|Diagram showing the lever and button configuration used in ''DoDonPachi SaiDaiOuJou''. A Start button is not shown, but also required.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Lever&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
| A (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a brief burst of [[#Shot|Shot]] - a wide, unfocused shot that allows the ship to move at high speed. &amp;lt;br&amp;gt;Tap repeatedly for continuous fire.&lt;br /&gt;
|-&lt;br /&gt;
| A (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a focused Laser. &amp;lt;br&amp;gt;Using the [[#Laser|Laser]] slows movement speed, allowing the Player to dodge with more precision.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | B&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player currently has one or more [[#Hyper|Hypers]] available,''' &amp;lt;br&amp;gt;they will be consumed, and the Player will enter Hyper mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | '''If the Player does not have a Hyper available or they are currently in Hyper mode''', &amp;lt;br&amp;gt;a [[#Bomb|Bomb]] will be used. If no Bombs are available, nothing will happen.&lt;br /&gt;
|-&lt;br /&gt;
| C (Tap)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Fire a single volley of the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This fires fewer bullets than a single tap of the '''A''' button.&lt;br /&gt;
|-&lt;br /&gt;
| C (Hold)&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Full Auto. Continuously fires the [[#Shot|Shot]]. &amp;lt;br&amp;gt;This is effectively the same as repeatedly tapping the '''A''' button, but is performed automatically by the game.&lt;br /&gt;
|-&lt;br /&gt;
| Start&lt;br /&gt;
| style=&amp;quot;font-weight:normal;&amp;quot; | Begin the game or Continue after a Game Over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If the Player is holding the '''C''' button and then presses and holds the '''A''' button, the ship will transition from firing Main Shot to Laser (in other words, the Laser input 'overrides' the Full Auto input). The Player can continue to hold '''C''' while firing the Laser, and will return to Full Auto fire as soon as the '''A''' button is released. This technique works similarly in other ''Donpachi'' series games, and is important at all levels of play.&lt;br /&gt;
&lt;br /&gt;
==== Movestrip ====&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
SDOJ_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&amp;lt;ref&amp;gt;[https://ikotsu.blogspot.com/2012/11/dodonpachi-saidaioujou-marquee-cave-2012.html ikotsu, Random Arcade Shit: DoDonPachi SaiDaiOuJou Marquee: CAVE 2012, Nov 7th 2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
-----&lt;br /&gt;
Similar to ''[[DoDonPachi DaiFukkatsu]]'', ''SaiDaiOuJou'' does not feature a power-up system. The Player is always at max shot strength, and never needs to collect power-up items. However, their firepower can still be increased using the [[#Hyper|Hyper]] system.&lt;br /&gt;
&lt;br /&gt;
==== Shot ====&lt;br /&gt;
A wide, unfocused rapid fire weapon. For all ship types, the Shot covers more screen area than the Laser, and allows the ship to move at higher speed. The exact spread coverage of the Shot varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Shot does less damage per hit, but has better screen coverage. It is useful for macro dodging situations, clearing out groups of [[Help:Glossary#Zako|zako]], dealing damage to targets that are too far to the side to be hit by the Laser, and similar tasks. Bullets fired by the Shot will stop when they contact an enemy; they do not have any sort of 'piercing' capability. In limited situations (such as when dealing with large groups of zako) it can also be useful for [[Help:Glossary#Point-blank|point-blanking]], but the Laser is generally a superior choice due to the [[#Aura|Aura]] damage. Destroying zako with the Shot is believed to contribute slightly more to the [[#Get Point System|GP Meter]] than damaging them with Laser.&lt;br /&gt;
&lt;br /&gt;
'''Hitting enemies with the Shot does not contribute to or maintain value of the [[#Get Point System|GP Meter]]''' if the enemy is not destroyed.&lt;br /&gt;
&lt;br /&gt;
The Shot will ''not'' uncover [[#Hidden Bees|Hidden Bees]] and allow them to be collected, but firing the Shot over a hidden Bee will cause it to flicker and become partially visible, which can be useful when learning Bee locations.&lt;br /&gt;
&lt;br /&gt;
In some situations where dense bullet patterns are on screen (such as during the Stage 3 and 5 mid-boss and boss fights), using Shot can cause additional slowdown compared to the Laser due to the higher number of projectiles.&lt;br /&gt;
&lt;br /&gt;
==== Laser ====&lt;br /&gt;
A narrow, focused Laser. For all ship types, the Laser covers less screen area than the Shot, and reduces the movement speed of the ship while in use. The exact width of the Laser and impact on movement speed varies based on the [[#Ships|Ship]] and [[#Dress System|Dress System]] type selected.&lt;br /&gt;
&lt;br /&gt;
Of the two main weapons, the Laser deals higher damage per hit, but has worse screen coverage. While firing the Laser, the Player's movement speed is temporarily reduced; this can be extremely useful to allow greater precision while dodging. The Laser has a limited ability to 'pierce' through weaker enemies; against [[Help:Glossary#Zako|zako]], the Laser will not be 'pushed back' by contacting their hitboxes. However, against larger and more durable targets, the Laser will be 'pushed back' by the enemy hitbox until it has been destroyed. The Laser is the preferred weapon when [[Help:Glossary#Point-blank|point-blanking]] in most situations due to the extra damage that can be obtained using the [[#Aura|Aura]].&lt;br /&gt;
&lt;br /&gt;
'''Dealing damage to large enemies with the Laser maintains the value of the [[#Get Point System|GP Meter]],''' meaning that the Laser is extremely useful in many situations for maintaining the Chain combo when fighting larger enemies, mid-bosses, and bosses.&lt;br /&gt;
&lt;br /&gt;
The Laser must be used to uncover [[#Hidden Bees|Hidden Bees]], but '''only the tip of the laser will actually uncover the Bee'''. This means that the Player must 'restart' the Laser (by switching from Shot to Laser, pausing continuous Laser fire, or activating a Hyper) or develop a route such that the Laser is 'pushed back' and then re-extends over the Bee's location. When firing the Laser continuously over a Bee that is currently hidden, the Laser '''will not''' cause the Bee to flicker or become partially visible. In other words, the Shot can be used to ''find'' Bees, but the Laser must be used to ''collect'' them.&lt;br /&gt;
&lt;br /&gt;
===== Aura =====&lt;br /&gt;
While firing the Laser, a small range around the Player ship will start dealing damage. This effect is visualized by particle effects that wrap around the sides of the Player's ship. The purpose of this ''Aura'' is to prevent the Player from being killed by collision damage against small enemies while using the Laser, but it can be utilized as an offensive tool. &lt;br /&gt;
&lt;br /&gt;
Damage from the Aura contact and the Laser beam itself is additive. Therefore, to maximize damage, point-blanking an enemy with Laser such that the enemy is also inside the Aura radius is a very powerful technique.&lt;br /&gt;
&lt;br /&gt;
There are slight additional particle effects used around the Player Ship when the Aura is contacting an enemy, but unlike in ''[[DoDonPachi DaiFukkatsu]]'' this effect is very difficult to see.&lt;br /&gt;
&lt;br /&gt;
==== Hyper ====&lt;br /&gt;
&lt;br /&gt;
==== Bomb ====&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Scoring Items ====&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:SDOJ_LargeStarA.png|50px]]&lt;br /&gt;
| '''Large Air Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarA.png|50px]]&lt;br /&gt;
| '''Small Air Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_LargeStarB.png|50px]]&lt;br /&gt;
| '''Large Ground Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_SmallStarB.png|50px]]&lt;br /&gt;
| '''Small Ground Star''' &amp;lt;br&amp;gt; ''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other Items ====&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:SDOJ_BombItem.png|50px]]&lt;br /&gt;
| '''Bomb Item''' &amp;lt;br&amp;gt; ''Dropped by bomb carrier enemies, usually found before Bosses or after Midbosses.'' &amp;lt;br&amp;gt;Increases Player Bomb count by one unless they are already at maximum stock. &amp;lt;br&amp;gt;If they are at maximum stock, triggers Maximum bonus or increases it by one level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SDOJ_1Up.png|50px]]&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped by the Stage 4 Midboss if defeated without using a Bomb or Auto-Bomb.'' &amp;lt;br&amp;gt;Increases Player life stock by one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
-----&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Dodonpachi Saidaioujou|Hall of Records entry]]. Note that Japanese World Record authorities, such as JHA and Arcadia, only track runs that reach or defeat one of the [[#True Last Bosses|True Last Bosses]] (Hibachi or Inbachi). Even if a run that does not reach a TLB scores higher, it is not considered valid for scoring purposes.''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== True Last Bosses ===&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Similar to previous games in the [[:Category:DonPachi series|''Donpachi'' series]], ''SaiDaiOuJou'' features secret end-game boss fights that can be triggered by meeting certain conditions. &lt;br /&gt;
&lt;br /&gt;
The unlock conditions are shown in the table below. Miss and Bomb requirements are evaluated ''when the Player defeats Kouryuu (the Stage 5 Boss)''. HIT count requirements are evaluated based on the ''maximum HIT count the Player has reached in the entire credit''.&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/xbox360/681529-dodonpachi-saidaioujou/faqs/69403 slateman, DoDonPachi SaiDaiOuJou Guide: Section 5, GameFAQs.com, June 28, 2014]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Shot / Laser&lt;br /&gt;
! Expert&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''[[#Hibachi|Hibachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | One or fewer Misses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | At least 3 Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''[[#Inbachi|Inbachi]]'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Miss&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No Bomb&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | All Bee Perfect Stages&lt;br /&gt;
|-&lt;br /&gt;
| Rank at least 30&lt;br /&gt;
| ''Currently unknown''&amp;lt;ref&amp;gt;The common answer is that Inbachi requires the player to reach rank 40, a statement included on slateman's guide. However, as shown by [https://www.nicovideo.jp/watch/sm28065028 a replay on NicoVideo] this assumption is incorrect. Further testing is ongoing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Max HIT Count ≥ 30,000&lt;br /&gt;
| Max HIT Count ≥ 40,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hibachi ====&lt;br /&gt;
&lt;br /&gt;
==== Inbachi ====&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Contributors ===&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page creation and overview [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additions, formatting [[User:SMayfield|SMayfield]]&lt;br /&gt;
# Reformatting to meet wiki standard template. Controls section. [[User:Softdrink|Softdrink]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi SaiDaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=7939</id>
		<title>DoDonPachi SaiDaiOuJou/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=7939"/>
		<updated>2021-03-07T08:43:29Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Made a mistake, corrected it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sdoj-thm.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Original ==&lt;br /&gt;
&lt;br /&gt;
=== A-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Clover TAC&lt;br /&gt;
| 24,306,575,854&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/5oPLlOFANtk Youtube]&lt;br /&gt;
| Live Demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 22,243,720,178&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/29av1PrUX_k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| stm鳥居&lt;br /&gt;
| 14,982,601,974&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/301IkOWbb2M Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 3,967,784,803&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/UF_oS62Xb9A Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 3,714,962,784&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/LV7MoJ_mlAs Youtube]&lt;br /&gt;
| autobomb off&lt;br /&gt;
|-&lt;br /&gt;
| Trizeal&lt;br /&gt;
| 3,288,227,251&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/TniJFjTMPyQ Youtube]&lt;br /&gt;
| 1-Sissy, No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 32,838,696,215&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qZ0C-XX0fcQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 5,100,253,895,431&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Mt_QEVjNDOk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEK&lt;br /&gt;
| 5,094,497,505,836&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dUpY81coH3Y Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| HKR&lt;br /&gt;
| 1,215,118,922,044&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VqZRi7vM6zY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JaneJena&lt;br /&gt;
| 4,755,259,487&lt;br /&gt;
| Novice&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/tcOK9u45S_0 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,445,157,727,255&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/WcgtfZZP59g Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,409,265,010,087&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/98WlmRZzz0A Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 3,597,924,497,545&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/22dXyhJMQ2c Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 2,761,663,164,835&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Afwt15oLw-Q Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| PR.&lt;br /&gt;
| 2,005,769,447,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/M61l7jEZ_VE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 1,408,642,209,473&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm32341239 Nico]&lt;br /&gt;
| Stage 5 only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| iconoclast&lt;br /&gt;
| 1,159,935,139,780&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/iPRq1vbSPOM Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| VioletHatPurple&lt;br /&gt;
| 4,353,453,421&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/JRJSr9Nu1x4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 4,702,156,592,905&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm28888306 Nico 1] [http://www.nicovideo.jp/watch/sm28888410 2] [http://www.nicovideo.jp/watch/sm28888438 3]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAS ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Programmer&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| kopiapoa(?)&lt;br /&gt;
| 33,426,377,125&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Bwa6N7jnm2c Youtube]&lt;br /&gt;
| NMNB&lt;br /&gt;
|-&lt;br /&gt;
| ため aka &amp;quot;lionmanggg&amp;quot;&lt;br /&gt;
| 26,442,081,525&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/ogC2s4GpbEA Youtube]&lt;br /&gt;
| Likely a TAS via pause buffering; has never been replicated by players, nor acknowledged by Cave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exa Label ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 707,942,258,568&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| B&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/pXm9NunZz5Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 613,742,583,783&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| D&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/0UHf74yGiYE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KAZ&lt;br /&gt;
| 11,946,802,993&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| A-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/o4uXw662lTc Youtube]&lt;br /&gt;
| includes text commentary &amp;amp; game guide (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ver 1.5 ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 151,450,277,640&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/RrTf3UKGg4s Youtube]&lt;br /&gt;
| No TLB, Special Demonstration #5&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 173,392,149,930&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/qepZduXrhx8 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Novice ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SharedJarl 3040&lt;br /&gt;
| 38,135,205,250&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| C-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/cADeWUbApS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X360 Mode ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sigRSW&lt;br /&gt;
| 57,814,965,488&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BXidemG5gsg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 35,329,316,481&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Shot&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BVmykyhyiv8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|DoDonPachi SaiDaiOuJou]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=7938</id>
		<title>DoDonPachi SaiDaiOuJou/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou/Video_Index&amp;diff=7938"/>
		<updated>2021-03-07T08:41:52Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Fake clears do not deserve honors. Genuine TAS' do. That is all.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sdoj-thm.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Original ==&lt;br /&gt;
&lt;br /&gt;
=== A-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Clover TAC&lt;br /&gt;
| 24,306,575,854&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/5oPLlOFANtk Youtube]&lt;br /&gt;
| Live Demonstration&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 22,243,720,178&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/29av1PrUX_k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| stm鳥居&lt;br /&gt;
| 14,982,601,974&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/301IkOWbb2M Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 3,967,784,803&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/UF_oS62Xb9A Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 3,714,962,784&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/LV7MoJ_mlAs Youtube]&lt;br /&gt;
| autobomb off&lt;br /&gt;
|-&lt;br /&gt;
| Trizeal&lt;br /&gt;
| 3,288,227,251&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/TniJFjTMPyQ Youtube]&lt;br /&gt;
| 1-Sissy, No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAS ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Programmer&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| kopiapoa(?)&lt;br /&gt;
| 33,426,377,125&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Bwa6N7jnm2c Youtube]&lt;br /&gt;
| NMNB&lt;br /&gt;
|-&lt;br /&gt;
| ため aka &amp;quot;lionmanggg&amp;quot;&lt;br /&gt;
| 26,442,081,525&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/ogC2s4GpbEA Youtube]&lt;br /&gt;
| Likely a TAS via pause buffering; has never been replicated by players, nor acknowledged by Cave.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KSG&lt;br /&gt;
| 32,838,696,215&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/qZ0C-XX0fcQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 5,100,253,895,431&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/Mt_QEVjNDOk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEK&lt;br /&gt;
| 5,094,497,505,836&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/dUpY81coH3Y Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| HKR&lt;br /&gt;
| 1,215,118,922,044&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/VqZRi7vM6zY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JaneJena&lt;br /&gt;
| 4,755,259,487&lt;br /&gt;
| Novice&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/tcOK9u45S_0 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,445,157,727,255&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/WcgtfZZP59g Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 4,409,265,010,087&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/98WlmRZzz0A Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kayar&lt;br /&gt;
| 3,597,924,497,545&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/22dXyhJMQ2c Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| taira118&lt;br /&gt;
| 2,761,663,164,835&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Afwt15oLw-Q Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| PR.&lt;br /&gt;
| 2,005,769,447,103&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/M61l7jEZ_VE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SUG&lt;br /&gt;
| 1,408,642,209,473&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm32341239 Nico]&lt;br /&gt;
| Stage 5 only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| iconoclast&lt;br /&gt;
| 1,159,935,139,780&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/iPRq1vbSPOM Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|-&lt;br /&gt;
| VioletHatPurple&lt;br /&gt;
| 4,353,453,421&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/JRJSr9Nu1x4 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== C-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZAP&lt;br /&gt;
| 4,702,156,592,905&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm28888306 Nico 1] [http://www.nicovideo.jp/watch/sm28888410 2] [http://www.nicovideo.jp/watch/sm28888438 3]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TAS ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| lionmanggg&lt;br /&gt;
| 26,442,081,525&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/ogC2s4GpbEA Youtube]&lt;br /&gt;
| TAS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exa Label ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 707,942,258,568&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| B&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/pXm9NunZz5Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LEN&lt;br /&gt;
| 613,742,583,783&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| D&lt;br /&gt;
| Hibachi All&lt;br /&gt;
| [https://youtu.be/0UHf74yGiYE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X Arrange ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KAZ&lt;br /&gt;
| 11,946,802,993&lt;br /&gt;
| exA-Arcadia&lt;br /&gt;
| A-Shot&lt;br /&gt;
| Inbachi All&lt;br /&gt;
| [https://youtu.be/o4uXw662lTc Youtube]&lt;br /&gt;
| includes text commentary &amp;amp; game guide (Japanese)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ver 1.5 ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 151,450,277,640&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/RrTf3UKGg4s Youtube]&lt;br /&gt;
| No TLB, Special Demonstration #5&lt;br /&gt;
|-&lt;br /&gt;
| RSQ&lt;br /&gt;
| 173,392,149,930&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| A-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/qepZduXrhx8 Youtube]&lt;br /&gt;
| No TLB&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Novice ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| SharedJarl 3040&lt;br /&gt;
| 38,135,205,250&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| C-Expert&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/cADeWUbApS8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X360 Mode ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sigRSW&lt;br /&gt;
| 57,814,965,488&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Laser&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BXidemG5gsg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Icarus&lt;br /&gt;
| 35,329,316,481&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| D-Shot&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BVmykyhyiv8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|DoDonPachi SaiDaiOuJou]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=5787</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=5787"/>
		<updated>2020-12-01T00:36:06Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Broken links, need info for fixing them. Minor edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:https://www.cave.co.jp/gameonline/saidaioujou/common/img/logo.png|420px|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #6FFCFE&lt;br /&gt;
|innerbordercolor = #47EBF8&lt;br /&gt;
|title = DoDonPachi SaiDaiOuJou 怒首領蜂最大往生&lt;br /&gt;
|background = #007088&lt;br /&gt;
|image = https://www.cave.co.jp/wp/wp-content/uploads/ACsaidai_SS01.jpg&lt;br /&gt;
|width = 480px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki, Akari Sengoku, Azusa Chiba, Yoshimi Kudo&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|art = Nagi Ryou&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': April 20, 2012 &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP''': May 30, 2013}}&lt;br /&gt;
'''''DoDonPachi SaiDaiOuJou''''' &amp;lt;small&amp;gt;(怒首領蜂最大往生 &amp;quot;Angry Leader Bee True Death&amp;quot;, abbreviated: '''DDP SDOJ''')&amp;lt;/small&amp;gt; is the seventh game developed in the ''[[:Category:DonPachi series|Donpachi series]]'' of [[shooting game|shooting games]], the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release, and was designed to be mechanically simpler and more about raw bullet dodging, unlike ''[[DoDonPachi DaiFukkatsu|Dai-Fukkatsu]]'s'' focus on bullet-canceling. SDOJ saw a &amp;quot;'''Version 1.5'''&amp;quot; release on the XBOX 360 in order to fix perceived issues with the scoring mechanics in the original game, as well as a brand new &amp;quot;'''Xbox 360 Mode'''&amp;quot; with new mechanics and an increased focus on story and characters.  The XBOX 360 port also features an option to disable the infamous ''overflow'' bug in the original game, which allows for extremely large point gain in a short amount of time when triggered.&lt;br /&gt;
&lt;br /&gt;
A new release of the game, '''''DoDonPachi SaiDaiOuJou Exa Label''''', was announced in 2020 for the '''EXA-Arcadia''' arcade platform. It was released on November 29th, 2020 after a delay due to the COVID-19 pandemic.&lt;br /&gt;
&lt;br /&gt;
There is also a limited-release &amp;quot;mobile&amp;quot; version of the game known as '''''DoDonPachi Ichimen-Bancho,''''' originally available for iOS, but has since become unavailable to download.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Formatting and supplementary info provided by [[User:SMayfield|SMayfield]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi Saidaioujou]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=4334</id>
		<title>DoDonPachi SaiDaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_SaiDaiOuJou&amp;diff=4334"/>
		<updated>2020-09-10T07:13:23Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Final name added based on new info: https://www.gamer.ne.jp/news/202009100042/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi Saidaioujou (&amp;quot;A Most Blissful Death&amp;quot;)==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi Saidaioujou''''' (abbreviated; SDOJ) is the seventh game developed in the ''[[:Category:DonPachi series|Donpachi series]]'' of [[shooting game|shooting games]], the sixth developed by [[CAVE]]. This game was intended to be the final arcade game that CAVE would release, and was designed to be mechanically simpler and more about raw bullet dodging, unlike ''[[DoDonPachi DaiFukkatsu|Dai-Fukkatsu]]'s'' focus on bullet-canceling. SDOJ saw a &amp;quot;'''Version 1.5'''&amp;quot; release on the XBOX 360 in order to fix an overflow glitch that allowed the player to gain insane amounts of points, as well as a brand new &amp;quot;'''Xbox 360 Mode'''&amp;quot; with new mechanics and an increased focus on story and characters. &lt;br /&gt;
&lt;br /&gt;
A new release of the game, '''''DoDonPachi True Death''''', was announced in 2020 for the '''EXA-Arcadia''' arcade platform. &lt;br /&gt;
&lt;br /&gt;
There is also a limited-release &amp;quot;mobile&amp;quot; version of the game known as '''''DoDonPachi Ichimen-Bancho,''''' originally available for iOS, but has since become unavailable to download.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi Saidaioujou]][[Category:DonPachi series]][[Category:Vertical shooting games]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hibachi&amp;diff=4206</id>
		<title>Hibachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hibachi&amp;diff=4206"/>
		<updated>2020-08-28T06:33:50Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: New info discovered. Added Bee Storm info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hibachi ==&lt;br /&gt;
'''Hibachi''' (first named such in [[DoDonPachi]], [[DoDonPachi II: Bee Storm]] and [[DoDonPachi DaiOuJou]]; '''Supreme Killing Weapon, Hibachi''' in [[DoDonPachi DaiFukkatsu|DFK]], also known as '''Element Doll Extra Z-001 &amp;quot;Hina&amp;quot;''' in [[DoDonPachi Saidaioujou|SDOJ]]) is the [[True Last Boss]] in the ''[[DonPachi series]]'', and is most often represented by a flaming bee that is much smaller than the other bosses in the game. Hibachi is contained within the body of (depending on the game) [[Kouryuu]] or [[Taisabachi]], and destroying that container will free them from their slumber and unleash hell upon the player.&lt;br /&gt;
&lt;br /&gt;
Hibachi's first appearance as a TLB was in ''[[DoDonPachi]]'', as the final challenge for players waiting at the end of the second loop of the game, and has appeared in every ''DonPachi'' game since then, with different requirements in each in order to reach them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi]] ====&lt;br /&gt;
Hibachi is fought after defeating [[The Final Demonic Weapon]]&amp;lt;ref&amp;gt;http://shmuplations.com/dodonpachi/&amp;lt;/ref&amp;gt; in the second loop. In order to access the second loop in question, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
*Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
*'''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
Once the player has entered the second loop, they only need to reach the end of the game. The player is allowed to use a continue and still encounter Hibachi at the end.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi II: Bee Storm]] ====&lt;br /&gt;
If the player manages to get '''at least 400,000,000 points''' (can be altered in the game's settings) when Stage 6 is cleared, they will be taken to a hidden 7th stage containing Hibachi.&lt;br /&gt;
Death, bombs, and continues do not invalidate the requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Dai-Ou-Jou]] ====&lt;br /&gt;
Just like in ''DoDonPachi'', the player will fight Hibachi after defeating [[Kouryuu]] at the end of the second loop. To access the second loop, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Bomb '''three times or less'''&lt;br /&gt;
* Collect the '''x2''' bee icon (acquired by collecting all 10 hidden bee icons in a stage) in at least '''three stages without dying''' ''(NOTE: dying at a boss is OK)''&lt;br /&gt;
* Finish the first loop with '''350,000,000pts''' ''(White Label only)''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.0]] ====&lt;br /&gt;
In DFK 1.0, the only way to encounter Hibachi in the second loop is to [[No-Miss]] [[No-Bomb]] the first loop of the game. Unlike the previous games, bee collection is not a requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.5]] ====&lt;br /&gt;
In order to face Hibachi in DFK 1.5, you ''must'' enter the '''Ura''' version of the second loop. Otherwise, you will only face [[Taisabachi|Golden Disaster]] upon reaching the end of the second loop.&lt;br /&gt;
&lt;br /&gt;
To reach the Ura loop and fight Hibachi in DFK 1.5:&lt;br /&gt;
&lt;br /&gt;
* Enter the '''Ura &amp;quot;Hidden&amp;quot; route''' through Stage 1, and stay on that route&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* '''Collect all 45 hidden bee icons'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.51]] ====&lt;br /&gt;
Ver1.51 of DFK has its Hibachi fight hidden behind Hyper Rank. In order to fight them, you must reach maximum Hyper Rank on two out of the five levels in the game. Deaths, bombs, and bee collection are irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Black Label]] ====&lt;br /&gt;
DFK BL does not contain a second loop, so simply meeting the requirements will allow you to fight Hibachi upon reaching the end of stage 5 and defeating [[Taisabachi|Golden Disaster]].&lt;br /&gt;
&lt;br /&gt;
The requirements are:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''one time''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* Destroy all bosses in the game with a '''maxed-out RED Gauge'''&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, it is irrelevant what route you're on; you can play on the Omote route of the game and still reach Hibachi by satisfying the above conditions. Bees are also irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] ====&lt;br /&gt;
Hibachi appears as the TLB in SDOJ after destroying [[Kouryuu]]. You can fight her by accomplishing the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Collect all '''hidden bee icons''' on any '''three stages'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] -- Zatsuza ====&lt;br /&gt;
In ''DFK Black Label'', there is an alternative True Last Boss named '''Zatsuza''', who is functionally a palette swap of Hibachi and doesn't seem to have any backstory or other appearances in the series to date, but brings with them significantly more dangerous and challenging bullet patterns. Zatsuza does not seem to have any sort of plot behind them, and is considered by most to be a non-canon encounter.&lt;br /&gt;
&lt;br /&gt;
To face Zatsuza, the player must accomplish the following:&lt;br /&gt;
* Must be playing a '''Strong Style''' ship&lt;br /&gt;
* '''[[No-Miss]] the entire game''', including when fighting [[Taisabachi]]&lt;br /&gt;
* Use '''two bombs or less''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* Defeat all bosses with '''full RED Gauge''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] -- Inbachi ====&lt;br /&gt;
A separate entity from Hina aka &amp;quot;Hibachi&amp;quot;, &amp;quot;Inbachi&amp;quot; represents &amp;quot;their other side&amp;quot;, and appears only in ''[[DoDonPachi Saidaioujou]]''. &lt;br /&gt;
Inbachi is a legendarily difficult boss fight created by Tsuneki Idea, with no players to date who have defeated it legitimately. &lt;br /&gt;
They are widely considered to be the '''hardest CAVE boss''' ever designed, edging out [[Queen Larsa]] from ''[[Mushihimesama Futari]]'', and even [[Shin Hibachi Kai]] from the [[Death Label]] arrange mode of [[Dodonpachi Daioujou]].&lt;br /&gt;
&lt;br /&gt;
To face Inbachi, the player must accomplish the following:&lt;br /&gt;
* '''[[No-Miss]] and No-Bomb the entire game'''&lt;br /&gt;
** Enabling Auto-Bomb itself does not fail the requirements, however using an autobomb does.&lt;br /&gt;
* Collect '''all hidden bee icons''' on all stages&lt;br /&gt;
* Reach a '''Hyper Rank''' of '''30''' (Shot &amp;amp; Laser Type) or '''40''' (Expert Type) before Kouryuu dies&lt;br /&gt;
* Obtain a '''Maximum Hit Chain''' of at least '''30,000''' (Shot &amp;amp; Laser Type) or '''40,000''' (Expert Type) before Kouryuu dies&lt;br /&gt;
** This is not the same as the '''HIT Counter'''; the misconception likely stemmed from these 2 values in high-level play essentially being indistinguishable.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''DoDonPachi Dai-Ou-Jou'' is the first ''DonPachi'' game where Hibachi is given their own TLB theme. In ''DoDonPachi'', Hibachi re-uses the standard boss theme that all bosses use, with the exception of [[The Final Demonic Weapon]], who receives their own theme song. The high-BPM drums and heavily overdriven elements of the theme would find itself to become a staple of the boss fight, with each following game upping the intensity of the TLB theme.&lt;br /&gt;
* DOJ's Hibachi fight is the only fight in the series that you cannot defeat using continues, as continues aren't allowed once you reach Stage 2-5. This applies to both White Label and Black Label!&lt;br /&gt;
** If arrange modes are considered, however, this is not true; as the aforementioned [[Shin Hibachi Kai]] cannot be defeated with continues either. This is because of [[Death Label]] outright removing continues in both loops.&lt;br /&gt;
* In ''DoDonPachi DaiFukkatsu'', Hibachi is shown to have the ability to transform between &amp;quot;ship&amp;quot; and &amp;quot;robot&amp;quot; forms, much like the Element Daughters, alluding to her status as an Element Daughter herself. Hibachi transforms into a humanoid shape more reminiscent of the other Element Daughters when using her final attack.&lt;br /&gt;
** In SDOJ, this sequence is inverted: they start as a humanoid, before shifting into a bee.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hibachi&amp;diff=4198</id>
		<title>Hibachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hibachi&amp;diff=4198"/>
		<updated>2020-08-28T06:00:03Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Dumb formatting mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hibachi ==&lt;br /&gt;
'''Hibachi''' (named '''Supreme Killing Weapon, Hibachi''' in [[DoDonPachi DaiFukkatsu|DFK]], also known as '''Element Doll Extra Z-001 &amp;quot;Hina&amp;quot;''' in [[DoDonPachi Saidaioujou|SDOJ]]) is the [[True Last Boss]] in the ''[[DonPachi series]]'', and is most often represented by a flaming bee that is much smaller than the other bosses in the game. Hibachi is contained within the body of [[Taisabachi]], and destroying it will free them from their slumber and unleash hell upon the player.&lt;br /&gt;
&lt;br /&gt;
Hibachi's first appearance as a TLB was in ''[[DoDonPachi]]'', as the final challenge for players waiting at the end of the second loop of the game, and has appeared in every ''DonPachi'' game since then, with different requirements in each in order to reach them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi]] ====&lt;br /&gt;
Hibachi is fought after defeating [[Taisabachi]] in the second loop. In order to access the second loop in question, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
*Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
*'''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
Once the player has entered the second loop, they only need to reach the end of the game. The player is allowed to use a continue and still encounter Hibachi at the end.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Dai-Ou-Jou]] ====&lt;br /&gt;
Just like in ''DoDonPachi'', the player will fight Hibachi after defeating [[Taisabachi|Kouryuu]] at the end of the second loop. To access the second loop, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Bomb '''three times or less'''&lt;br /&gt;
* Collect the '''x2''' bee icon (acquired by collecting all 10 hidden bee icons in a stage) in at least '''three stages without dying''' ''(NOTE: dying at a boss is OK)''&lt;br /&gt;
* Finish the first loop with '''350,000,000pts''' ''(White Label only)''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.0]] ====&lt;br /&gt;
In DFK 1.0, the only way to encounter Hibachi in the second loop is to [[No-Miss]] No-Bomb the first loop of the game. Unlike the previous games, bee collection is not a requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.5]] ====&lt;br /&gt;
In order to face Hibachi in DFK 1.5, you ''must'' enter the '''Ura''' version of the second loop. Otherwise, you will only face [[Taisabachi|Golden Disaster]] upon reaching the end of the second loop.&lt;br /&gt;
&lt;br /&gt;
To reach the Ura loop and fight Hibachi in DFK 1.5:&lt;br /&gt;
&lt;br /&gt;
* Enter the '''Ura &amp;quot;Hidden&amp;quot; route''' through Stage 1, and stay on that route&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* '''Collect all 45 hidden bee icons'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.51]] ====&lt;br /&gt;
Ver1.51 of DFK has its Hibachi fight hidden behind Hyper Rank. In order to fight them, you must reach maximum Hyper Rank on two out of the five levels in the game. Deaths, bombs, and bee collection are irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Black Label]] ====&lt;br /&gt;
DFK BL does not contain a second loop, so simply meeting the requirements will allow you to fight Hibachi upon reaching the end of stage 5 and defeating [[Taisabachi|Golden Disaster]].&lt;br /&gt;
&lt;br /&gt;
The requirements are:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''one time''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* Destroy all bosses in the game with a '''maxed-out RED Gauge'''&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, it is irrelevant what route you're on; you can play on the Omote route of the game and still reach Hibachi by satisfying the above conditions. Bees are also irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] ====&lt;br /&gt;
Hibachi appears as the TLB in SDOJ after destroying [[Kouryuu]]. You can fight her by accomplishing the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Collect all '''hidden bee icons''' on any '''three stages'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] -- Zatsuza ====&lt;br /&gt;
In ''DFK Black Label'', there is an additional True Last Boss named '''Zatsuza''', who is functionally a palette swap of Hibachi and doesn't seem to have any backstory or other appearances in the series to date, but brings with them significantly more dangerous and challenging bullet patterns. Zatsuza does not seem to have any sort of plot behind them, and is considered by most to be a non-canon encounter.&lt;br /&gt;
&lt;br /&gt;
To face Zatsuza, the player must accomplish the following:&lt;br /&gt;
* Must be playing a '''Strong Style''' ship&lt;br /&gt;
* '''[[No-Miss]] the entire game''', including when fighting [[Taisabachi]]&lt;br /&gt;
* Use '''two bombs or less''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* Defeat all bosses with '''full RED Gauge''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] -- Inbachi ====&lt;br /&gt;
A separate entity from Hina aka &amp;quot;Hibachi&amp;quot;, &amp;quot;Inbachi&amp;quot; represents &amp;quot;their other side&amp;quot;, and appears only in ''[[DoDonPachi Saidaioujou]]''. &lt;br /&gt;
Inbachi is a legendarily difficult boss fight, with no players to date who have defeated it legitimately. &lt;br /&gt;
They are widely considered to be the '''hardest CAVE boss''' ever designed, edging out [[Queen Larsa]] from ''[[Mushihimesama Futari]]'', and even [[Shin Hibachi Kai]] from the [[Death Label]] arrange mode of [[Dodonpachi Daioujou]].&lt;br /&gt;
&lt;br /&gt;
To face Inbachi, the player must accomplish the following:&lt;br /&gt;
* '''[[No-Miss]] and No-Bomb the entire game'''&lt;br /&gt;
** Enabling Auto-Bomb itself does not fail the requirements, however using an autobomb does.&lt;br /&gt;
* Collect '''all hidden bee icons''' on all stages&lt;br /&gt;
* Reach a '''Hyper Rank''' of '''30''' (Shot &amp;amp; Laser Type) or '''40''' (Expert Type) before Kouryuu dies&lt;br /&gt;
* Obtain a '''Maximum Hit Chain''' of at least '''30,000''' (Shot &amp;amp; Laser Type) or '''40,000''' (Expert Type) before Kouryuu dies&lt;br /&gt;
** This is not the same as the ***HIT Counter***; the misconception likely stemmed from these 2 values in high-level play essentially being equivalent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''DoDonPachi Dai-Ou-Jou'' is the first ''DonPachi'' game where Hibachi is given their own TLB theme. In ''DoDonPachi'', Hibachi re-uses the standard boss theme that all bosses use, with the exception of [[Taisabachi]], who receives their own theme song. The high-BPM drums and heavily overdriven elements of the theme would find itself to become a staple of the boss fight, with each following game upping the intensity of the TLB theme.&lt;br /&gt;
* DOJ's Hibachi fight is the only fight in the series that you cannot defeat using continues, as continues aren't allowed once you reach Stage 2-5. This applies to both White Label and Black Label!&lt;br /&gt;
** If arrange modes are considered, however, this is not true; as the aforementioned [[Shin Hibachi Kai]] cannot be defeated with continues either. This is because of [[Death Label]] outright removing continues in both loops.&lt;br /&gt;
* In ''DoDonPachi DaiFukkatsu'', Hibachi is shown to have the ability to transform between &amp;quot;ship&amp;quot; and &amp;quot;robot&amp;quot; forms, much like the Element Daughters, alluding to her status as an Element Daughter herself. Hibachi transforms into a humanoid shape more reminiscent of the other Element Daughters when using her final attack.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hibachi&amp;diff=4197</id>
		<title>Hibachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hibachi&amp;diff=4197"/>
		<updated>2020-08-28T05:59:39Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hibachi ==&lt;br /&gt;
'''Hibachi''' (named '''Supreme Killing Weapon, Hibachi''' in [[DoDonPachi DaiFukkatsu|DFK]], also known as '''Element Doll Extra Z-001 &amp;quot;Hina&amp;quot;''' in [[DoDonPachi Saidaioujou|SDOJ]]) is the [[True Last Boss]] in the ''[[DonPachi series]]'', and is most often represented by a flaming bee that is much smaller than the other bosses in the game. Hibachi is contained within the body of [[Taisabachi]], and destroying it will free them from their slumber and unleash hell upon the player.&lt;br /&gt;
&lt;br /&gt;
Hibachi's first appearance as a TLB was in ''[[DoDonPachi]]'', as the final challenge for players waiting at the end of the second loop of the game, and has appeared in every ''DonPachi'' game since then, with different requirements in each in order to reach them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi]] ====&lt;br /&gt;
Hibachi is fought after defeating [[Taisabachi]] in the second loop. In order to access the second loop in question, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
*Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
*'''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
Once the player has entered the second loop, they only need to reach the end of the game. The player is allowed to use a continue and still encounter Hibachi at the end.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Dai-Ou-Jou]] ====&lt;br /&gt;
Just like in ''DoDonPachi'', the player will fight Hibachi after defeating [[Taisabachi|Kouryuu]] at the end of the second loop. To access the second loop, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Bomb '''three times or less'''&lt;br /&gt;
* Collect the '''x2''' bee icon (acquired by collecting all 10 hidden bee icons in a stage) in at least '''three stages without dying''' ''(NOTE: dying at a boss is OK)''&lt;br /&gt;
* Finish the first loop with '''350,000,000pts''' ''(White Label only)''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.0]] ====&lt;br /&gt;
In DFK 1.0, the only way to encounter Hibachi in the second loop is to [[No-Miss]] No-Bomb the first loop of the game. Unlike the previous games, bee collection is not a requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.5]] ====&lt;br /&gt;
In order to face Hibachi in DFK 1.5, you ''must'' enter the '''Ura''' version of the second loop. Otherwise, you will only face [[Taisabachi|Golden Disaster]] upon reaching the end of the second loop.&lt;br /&gt;
&lt;br /&gt;
To reach the Ura loop and fight Hibachi in DFK 1.5:&lt;br /&gt;
&lt;br /&gt;
* Enter the '''Ura &amp;quot;Hidden&amp;quot; route''' through Stage 1, and stay on that route&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* '''Collect all 45 hidden bee icons'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.51]] ====&lt;br /&gt;
Ver1.51 of DFK has its Hibachi fight hidden behind Hyper Rank. In order to fight them, you must reach maximum Hyper Rank on two out of the five levels in the game. Deaths, bombs, and bee collection are irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Black Label]] ====&lt;br /&gt;
DFK BL does not contain a second loop, so simply meeting the requirements will allow you to fight Hibachi upon reaching the end of stage 5 and defeating [[Taisabachi|Golden Disaster]].&lt;br /&gt;
&lt;br /&gt;
The requirements are:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''one time''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* Destroy all bosses in the game with a '''maxed-out RED Gauge'''&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, it is irrelevant what route you're on; you can play on the Omote route of the game and still reach Hibachi by satisfying the above conditions. Bees are also irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] ====&lt;br /&gt;
Hibachi appears as the TLB in SDOJ after destroying [[Kouryuu]]. You can fight her by accomplishing the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Collect all '''hidden bee icons''' on any '''three stages'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] -- Zatsuza ====&lt;br /&gt;
In ''DFK Black Label'', there is an additional True Last Boss named '''Zatsuza''', who is functionally a palette swap of Hibachi and doesn't seem to have any backstory or other appearances in the series to date, but brings with them significantly more dangerous and challenging bullet patterns. Zatsuza does not seem to have any sort of plot behind them, and is considered by most to be a non-canon encounter.&lt;br /&gt;
&lt;br /&gt;
To face Zatsuza, the player must accomplish the following:&lt;br /&gt;
* Must be playing a '''Strong Style''' ship&lt;br /&gt;
* '''[[No-Miss]] the entire game''', including when fighting [[Taisabachi]]&lt;br /&gt;
* Use '''two bombs or less''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* Defeat all bosses with '''full RED Gauge''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] -- Inbachi ====&lt;br /&gt;
A separate entity from Hina aka &amp;quot;Hibachi&amp;quot;, &amp;quot;Inbachi&amp;quot; represents &amp;quot;their other side&amp;quot;, and appears only in ''[[DoDonPachi Saidaioujou]]''. &lt;br /&gt;
Inbachi is a legendarily difficult boss fight, with no players to date who have defeated it legitimately. &lt;br /&gt;
They are widely considered to be the '''hardest CAVE boss''' ever designed, edging out [[Queen Larsa]] from ''[[Mushihimesama Futari]]'', and even [[Shin Hibachi Kai]] from the [[Death Label]] arrange mode of [[Dodonpachi Daioujou]].&lt;br /&gt;
&lt;br /&gt;
To face Inbachi, the player must accomplish the following:&lt;br /&gt;
* '''[[No-Miss]] and No-Bomb the entire game'''&lt;br /&gt;
** Enabling Auto-Bomb itself does not fail the requirements, however using an autobomb does.&lt;br /&gt;
* Collect '''all hidden bee icons''' on all stages&lt;br /&gt;
* Reach a '''Hyper Rank''' of '''30''' (Shot &amp;amp; Laser Type) or '''40''' (Expert Type) before Kouryuu dies&lt;br /&gt;
* Obtain a '''Maximum Hit Chain''' of at least '''30,000''' (Shot &amp;amp; Laser Type) or '''40,000''' (Expert Type) before Kouryuu dies&lt;br /&gt;
** This is not the same as the **HIT Counter**; the misconception likely stemmed from these 2 values in high-level play essentially being equivalent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''DoDonPachi Dai-Ou-Jou'' is the first ''DonPachi'' game where Hibachi is given their own TLB theme. In ''DoDonPachi'', Hibachi re-uses the standard boss theme that all bosses use, with the exception of [[Taisabachi]], who receives their own theme song. The high-BPM drums and heavily overdriven elements of the theme would find itself to become a staple of the boss fight, with each following game upping the intensity of the TLB theme.&lt;br /&gt;
* DOJ's Hibachi fight is the only fight in the series that you cannot defeat using continues, as continues aren't allowed once you reach Stage 2-5. This applies to both White Label and Black Label!&lt;br /&gt;
** If arrange modes are considered, however, this is not true; as the aforementioned [[Shin Hibachi Kai]] cannot be defeated with continues either. This is because of [[Death Label]] outright removing continues in both loops.&lt;br /&gt;
* In ''DoDonPachi DaiFukkatsu'', Hibachi is shown to have the ability to transform between &amp;quot;ship&amp;quot; and &amp;quot;robot&amp;quot; forms, much like the Element Daughters, alluding to her status as an Element Daughter herself. Hibachi transforms into a humanoid shape more reminiscent of the other Element Daughters when using her final attack.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hibachi&amp;diff=4170</id>
		<title>Hibachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hibachi&amp;diff=4170"/>
		<updated>2020-08-27T04:28:57Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: New info from memory exploration and testing. The requirements are, likely for the first time, entirely solved.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hibachi ==&lt;br /&gt;
'''Hibachi''' (named '''Supreme Killing Weapon, Hibachi''' in [[DoDonPachi DaiFukkatsu|DFK]], also known as '''Element Doll Extra Z-001 &amp;quot;Hina&amp;quot;''' in [[DoDonPachi Saidaioujou|SDOJ]]) is the [[True Last Boss]] in the ''[[DonPachi series]]'', and is most often represented by a flaming bee that is much smaller than the other bosses in the game. Hibachi is contained within the body of [[Taisabachi]], and destroying it will free them from their slumber and unleash hell upon the player.&lt;br /&gt;
&lt;br /&gt;
Hibachi's first appearance as a TLB was in ''[[DoDonPachi]]'', as the final challenge for players waiting at the end of the second loop of the game, and has appeared in every ''DonPachi'' game since then, with different requirements in each in order to reach them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi]] ====&lt;br /&gt;
Hibachi is fought after defeating [[Taisabachi]] in the second loop. In order to access the second loop in question, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
*Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
*'''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
Once the player has entered the second loop, they only need to reach the end of the game. The player is allowed to use a continue and still encounter Hibachi at the end.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Dai-Ou-Jou]] ====&lt;br /&gt;
Just like in ''DoDonPachi'', the player will fight Hibachi after defeating [[Taisabachi|Kouryuu]] at the end of the second loop. To access the second loop, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Bomb '''three times or less'''&lt;br /&gt;
* Collect the '''x2''' bee icon (acquired by collecting all 10 hidden bee icons in a stage) in at least '''three stages without dying''' ''(NOTE: dying at a boss is OK)''&lt;br /&gt;
* Finish the first loop with '''350,000,000pts''' ''(White Label only)''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.0]] ====&lt;br /&gt;
In DFK 1.0, the only way to encounter Hibachi in the second loop is to [[No-Miss]] No-Bomb the first loop of the game. Unlike the previous games, bee collection is not a requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.5]] ====&lt;br /&gt;
In order to face Hibachi in DFK 1.5, you ''must'' enter the '''Ura''' version of the second loop. Otherwise, you will only face [[Taisabachi|Golden Disaster]] upon reaching the end of the second loop.&lt;br /&gt;
&lt;br /&gt;
To reach the Ura loop and fight Hibachi in DFK 1.5:&lt;br /&gt;
&lt;br /&gt;
* Enter the '''Ura &amp;quot;Hidden&amp;quot; route''' through Stage 1, and stay on that route&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* '''Collect all 45 hidden bee icons'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.51]] ====&lt;br /&gt;
Ver1.51 of DFK has its Hibachi fight hidden behind Hyper Rank. In order to fight them, you must reach maximum Hyper Rank on two out of the five levels in the game. Deaths, bombs, and bee collection are irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Black Label]] ====&lt;br /&gt;
DFK BL does not contain a second loop, so simply meeting the requirements will allow you to fight Hibachi upon reaching the end of stage 5 and defeating [[Taisabachi|Golden Disaster]].&lt;br /&gt;
&lt;br /&gt;
The requirements are:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''one time''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* Destroy all bosses in the game with a '''maxed-out RED Gauge'''&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, it is irrelevant what route you're on; you can play on the Omote route of the game and still reach Hibachi by satisfying the above conditions. Bees are also irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] ====&lt;br /&gt;
Hibachi appears as the TLB in SDOJ after destroying [[Kouryuu]]. You can fight her by accomplishing the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Collect all '''hidden bee icons''' on any '''three stages'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] -- Zatsuza ====&lt;br /&gt;
In ''DFK Black Label'', there is an additional True Last Boss named '''Zatsuza''', who is functionally a palette swap of Hibachi and doesn't seem to have any backstory or other appearances in the series to date, but brings with them significantly more dangerous and challenging bullet patterns. Zatsuza does not seem to have any sort of plot behind them, and is considered by most to be a non-canon encounter.&lt;br /&gt;
&lt;br /&gt;
To face Zatsuza, the player must accomplish the following:&lt;br /&gt;
* Must be playing a '''Strong Style''' ship&lt;br /&gt;
* '''[[No-Miss]] the entire game''', including when fighting [[Taisabachi]]&lt;br /&gt;
* Use '''two bombs or less''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* Defeat all bosses with '''full RED Gauge''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] -- Inbachi ====&lt;br /&gt;
A separate entity from Hina aka &amp;quot;Hibachi&amp;quot;, &amp;quot;Inbachi&amp;quot; represents &amp;quot;their other side&amp;quot;, and appears only in ''[[DoDonPachi Saidaioujou]]''. &lt;br /&gt;
Inbachi is a legendarily difficult boss fight, with no players to date who have defeated it legitimately. &lt;br /&gt;
They are widely considered to be the '''hardest CAVE boss''' ever designed, edging out [[Queen Larsa]] from ''[[Mushihimesama Futari]]'', and even [[Shin Hibachi Kai]] from the [[Death Label]] arrange mode of [[Dodonpachi Daioujou]].&lt;br /&gt;
&lt;br /&gt;
To face Inbachi, the player must accomplish the following:&lt;br /&gt;
* '''[[No-Miss]] and No-Bomb the entire game'''&lt;br /&gt;
** Enabling Auto-Bomb itself does not fail the requirements, however using an autobomb does.&lt;br /&gt;
* Collect '''all hidden bee icons''' on all stages&lt;br /&gt;
* Reach a '''Hyper Rank''' of '''30''' (Shot &amp;amp; Laser Type) or '''40''' (Expert Type) before Kouryuu dies&lt;br /&gt;
* Obtain a '''Maximum Hit Chain''' of at least '''30,000''' (Shot &amp;amp; Laser Type) or '''40,000''' (Expert Type) before Kouryuu dies&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''DoDonPachi Dai-Ou-Jou'' is the first ''DonPachi'' game where Hibachi is given their own TLB theme. In ''DoDonPachi'', Hibachi re-uses the standard boss theme that all bosses use, with the exception of [[Taisabachi]], who receives their own theme song. The high-BPM drums and heavily overdriven elements of the theme would find itself to become a staple of the boss fight, with each following game upping the intensity of the TLB theme.&lt;br /&gt;
* DOJ's Hibachi fight is the only fight in the series that you cannot defeat using continues, as continues aren't allowed once you reach Stage 2-5. This applies to both White Label and Black Label!&lt;br /&gt;
** If arrange modes are considered, however, this is not true; as the aforementioned [[Shin Hibachi Kai]] cannot be defeated with continues either. This is because of [[Death Label]] outright removing continues in both loops.&lt;br /&gt;
* In ''DoDonPachi DaiFukkatsu'', Hibachi is shown to have the ability to transform between &amp;quot;ship&amp;quot; and &amp;quot;robot&amp;quot; forms, much like the Element Daughters, alluding to her status as an Element Daughter herself. Hibachi transforms into a humanoid shape more reminiscent of the other Element Daughters when using her final attack.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hibachi&amp;diff=4061</id>
		<title>Hibachi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hibachi&amp;diff=4061"/>
		<updated>2020-08-15T22:59:20Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hibachi ==&lt;br /&gt;
'''Hibachi''' (named '''Supreme Killing Weapon, Hibachi''' in [[DoDonPachi DaiFukkatsu|DFK]], also known as '''Element Doll Extra Z-001 &amp;quot;Hina&amp;quot;''' in [[DoDonPachi Saidaioujou|SDOJ]]) is the [[True Last Boss]] in the ''[[DonPachi series]]'', and is most often represented by a flaming bee that is much smaller than the other bosses in the game. Hibachi is contained within the body of [[Taisabachi]], and destroying it will free them from their slumber and unleash hell upon the player.&lt;br /&gt;
&lt;br /&gt;
Hibachi's first appearance as a TLB was in ''[[DoDonPachi]]'', as the final challenge for players waiting at the end of the second loop of the game, and has appeared in every ''DonPachi'' game since then, with different requirements in each in order to reach them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi]] ====&lt;br /&gt;
Hibachi is fought after defeating [[Taisabachi]] in the second loop. In order to access the second loop in question, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Achieve one of the following '''maximum HIT counts''':&lt;br /&gt;
**270 hits (Type-A)&lt;br /&gt;
**300 hits (Type-B)&lt;br /&gt;
**330 hits (Type-C)&lt;br /&gt;
*Score at least '''50,000,000pts''' by the end of Stage 1-6&lt;br /&gt;
*'''Collect all 13 hidden bee icons''' in '''four stages'''&lt;br /&gt;
&lt;br /&gt;
Once the player has entered the second loop, they only need to reach the end of the game. The player is allowed to use a continue and still encounter Hibachi at the end.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Dai-Ou-Jou]] ====&lt;br /&gt;
Just like in ''DoDonPachi'', the player will fight Hibachi after defeating [[Taisabachi|Kouryuu]] at the end of the second loop. To access the second loop, the player must complete one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''two times or less'''&lt;br /&gt;
* Bomb '''three times or less'''&lt;br /&gt;
* Collect the '''x2''' bee icon (acquired by collecting all 10 hidden bee icons in a stage) in at least '''three stages without dying''' ''(NOTE: dying at a boss is OK)''&lt;br /&gt;
* Finish the first loop with '''350,000,000pts''' ''(White Label only)''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.0]] ====&lt;br /&gt;
In DFK 1.0, the only way to encounter Hibachi in the second loop is to [[No-Miss]] No-Bomb the first loop of the game. Unlike the previous games, bee collection is not a requirement.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.5]] ====&lt;br /&gt;
In order to face Hibachi in DFK 1.5, you ''must'' enter the '''Ura''' version of the second loop. Otherwise, you will only face [[Taisabachi|Golden Disaster]] upon reaching the end of the second loop.&lt;br /&gt;
&lt;br /&gt;
To reach the Ura loop and fight Hibachi in DFK 1.5:&lt;br /&gt;
&lt;br /&gt;
* Enter the '''Ura &amp;quot;Hidden&amp;quot; route''' through Stage 1, and stay on that route&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* '''Collect all 45 hidden bee icons'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Ver1.51]] ====&lt;br /&gt;
Ver1.51 of DFK has its Hibachi fight hidden behind Hyper Rank. In order to fight them, you must reach maximum Hyper Rank on two out of the five levels in the game. Deaths, bombs, and bee collection are irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu Black Label]] ====&lt;br /&gt;
DFK BL does not contain a second loop, so simply meeting the requirements will allow you to fight Hibachi upon reaching the end of stage 5 and defeating [[Taisabachi|Golden Disaster]].&lt;br /&gt;
&lt;br /&gt;
The requirements are:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''one time''' at most&lt;br /&gt;
* Bomb '''two times or less'''&lt;br /&gt;
* Destroy all bosses in the game with a '''maxed-out RED Gauge'''&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, it is irrelevant what route you're on; you can play on the Omote route of the game and still reach Hibachi by satisfying the above conditions. Bees are also irrelevant.&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] ====&lt;br /&gt;
Hibachi appears as the TLB in SDOJ after destroying [[Taisabachi|Kouryuu]]. You can fight her by accomplishing the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Lose a ship '''once''' at most&lt;br /&gt;
* Collect all '''hidden bee icons''' on any '''three stages'''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi DaiFukkatsu Black Label]] -- Zatsuza ====&lt;br /&gt;
In ''DFK Black Label'', there is an additional True Last Boss named '''Zatsuza''', who is functionally a palette swap of Hibachi and doesn't seem to have any backstory or other appearances in the series to date, but brings with them significantly more dangerous and challenging bullet patterns. Zatsuza does not seem to have any sort of plot behind them, and is considered by most to be a non-canon encounter.&lt;br /&gt;
&lt;br /&gt;
To face Zatsuza, the player must accomplish the following:&lt;br /&gt;
* Must be playing a '''Strong Style''' ship&lt;br /&gt;
* '''[[No-Miss]] the entire game''', including when fighting [[Taisabachi]]&lt;br /&gt;
* Use '''two bombs or less''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* Defeat all bosses with '''full RED Gauge''' ''&amp;lt;small&amp;gt;(not including when fighting Taisabachi)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
==== [[DoDonPachi Saidaioujou]] -- Inbachi ====&lt;br /&gt;
A separate entity from Hina aka &amp;quot;Hibachi&amp;quot;, &amp;quot;Inbachi&amp;quot; represents &amp;quot;their other side&amp;quot;, and appears only in ''[[DoDonPachi Saidaioujou]]''. &lt;br /&gt;
Inbachi is a legendarily difficult boss fight, with no players to date who have defeated it legitimately. &lt;br /&gt;
They are widely considered to be the '''hardest CAVE boss''' ever designed, edging out [[Queen Larsa]] from ''[[Mushihimesama Futari]]'', and even [[Shin Hibachi Kai]] from the [[Death Label]] arrange mode of [[Dodonpachi Daioujou]].&lt;br /&gt;
&lt;br /&gt;
To face Inbachi, the player must accomplish the following:&lt;br /&gt;
* '''[[No-Miss]] and No-Bomb the game''', excluding Kouryuu&lt;br /&gt;
** Enabling Auto-Bomb itself does not fail the requirements, however using an autobomb does.&lt;br /&gt;
* Collect '''all hidden bee icons''' on all stages&lt;br /&gt;
* Reach a '''Hyper Rank''' of '''30''' (Shot &amp;amp; Laser Type) or '''40''' (Expert Type) before Kouryuu dies&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* ''DoDonPachi Dai-Ou-Jou'' is the first ''DonPachi'' game where Hibachi is given their own TLB theme. In ''DoDonPachi'', Hibachi re-uses the standard boss theme that all bosses use, with the exception of [[Taisabachi]], who receives their own theme song. The high-BPM drums and heavily overdriven elements of the theme would find itself to become a staple of the boss fight, with each following game upping the intensity of the TLB theme.&lt;br /&gt;
* DOJ's Hibachi fight is the only fight in the series that you cannot defeat using continues, as continues aren't allowed once you reach Stage 2-5. This applies to both White Label and Black Label!&lt;br /&gt;
** If arrange modes are considered, however, this is not true; as the aforementioned [[Shin Hibachi Kai]] cannot be defeated with continues either. This is because of [[Death Label]] outright removing continues in both loops.&lt;br /&gt;
* In ''DoDonPachi DaiFukkatsu'', Hibachi is shown to have the ability to transform between &amp;quot;ship&amp;quot; and &amp;quot;robot&amp;quot; forms, much like the Element Daughters, alluding to her status as an Element Daughter herself. Hibachi transforms into a humanoid shape more reminiscent of the other Element Daughters when using her final attack.&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=4060</id>
		<title>User:SMayfield</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=4060"/>
		<updated>2020-08-15T22:24:36Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---ENGLISH---&lt;br /&gt;
&lt;br /&gt;
Nice to meet you here!&lt;br /&gt;
My name is Serrara; I'm a 20-year old girl living in the United States.&lt;br /&gt;
There really isn't much to say about me other than my love of shumps.&lt;br /&gt;
Yes, I have ties to the &amp;quot;Donpachi mafia&amp;quot;, are you really surprised?&lt;br /&gt;
Unlike them, though...I don't hurt people except if it's necessary.&lt;br /&gt;
&lt;br /&gt;
Currently working on research regarding the game Dodonpachi Saidaioujou.&lt;br /&gt;
&lt;br /&gt;
---日本語---&lt;br /&gt;
&lt;br /&gt;
(日本語を勉強しているので翻訳です！)&lt;br /&gt;
&lt;br /&gt;
はじめまして！&lt;br /&gt;
&lt;br /&gt;
私の名前はセララ、アメリカ在住の20歳の女の子です.&lt;br /&gt;
&lt;br /&gt;
そう、私は「ドンパチ マフィア」と繋がっているのですが、本当に驚いていますか？&lt;br /&gt;
&lt;br /&gt;
でも、それとは違って、必要な時以外は人を傷つけたりはしません。&lt;br /&gt;
&lt;br /&gt;
現在、ゲーム「怒首領蜂 最大往生」について研究中。&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=4059</id>
		<title>User:SMayfield</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:SMayfield&amp;diff=4059"/>
		<updated>2020-08-15T21:16:43Z</updated>

		<summary type="html">&lt;p&gt;SMayfield: Created page with &amp;quot;---ENGLISH---  Nice to meet you here! My name is Serrara; I'm a 20-year old girl living in the United States. There really isn't much to say about me other than my love of shu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---ENGLISH---&lt;br /&gt;
&lt;br /&gt;
Nice to meet you here!&lt;br /&gt;
My name is Serrara; I'm a 20-year old girl living in the United States.&lt;br /&gt;
There really isn't much to say about me other than my love of shumps.&lt;br /&gt;
Yes, I have ties to the &amp;quot;Donpachi mafia&amp;quot;, are you really surprised?&lt;br /&gt;
Unlike them, though...I don't hurt people except if it's necessary.&lt;br /&gt;
&lt;br /&gt;
Currently working on research regarding the game &amp;quot;怒首領蜂 最大往生&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
---日本語---&lt;br /&gt;
&lt;br /&gt;
(日本語を勉強しているので翻訳です！)&lt;br /&gt;
&lt;br /&gt;
はじめまして！&lt;br /&gt;
私の名前はセララ、アメリカ在住の20歳の女の子です.&lt;br /&gt;
そう、私は「ドンパチ マフィア」と繋がっているのですが、本当に驚いていますか？&lt;br /&gt;
でも、それとは違って、必要な時以外は人を傷つけたりはしません。&lt;br /&gt;
&lt;br /&gt;
現在、ゲーム「怒首領蜂 最大往生」について研究中。&lt;/div&gt;</summary>
		<author><name>SMayfield</name></author>
		
	</entry>
</feed>